Skyedyne wrote: NorthernPolarity wrote: Skyedyne wrote: Scaling as a whole isn't bad. It gives the appropriate challenge, and makes the game more enjoyable (nothing feels better than taking down a 230 team with a sub 100 team, imo). The scaling this time around seems not based on the community as a whole, but I believe in relation to your main bracket. My friend in the last subset had the Punisher battle at around 170, while mine was 230. As for the notion of it going up in level when completed by anyone, you can blame the ones higher up on the ladder for making the Easy simulator 200+ due to essentially grinding out "easy points" until Hard is easier. I don't think basing it off of roster would be a good idea, mainly for the fact that most people level 2-3 characters and then the rest become benchwarmers. You can't even average enemy level out according to that because then missions become too easy, when it's supposed to be a challenge to get to the top. Scaling is fine. They are slowly but surely getting it right. It went from atrocious in the beginning, and it's getting to tolerable, but not liked status. Once the tweaking is done, then it's will be a really good system. This is true to a certain extent. However, I feel like there needs to be a cap on the scaling in normal mode. If all PvP opponents just end up scaling to 230 because you have a powerful roster, then it makes the player feel like they leveled up their roster for nothing. Scaling hardmode up to this level is fine since hard mode is supposed to be hard, but cap out normal at 100-150 so that at least the mission rewards are farmable and veterans can feel like completing the mission wasn't a waste of time. I agree with this totally. The easier of the two mirror areas should have a level cap. Probably cap it at 160-170, though. That's roughly double the level of a 3 ability 2*, and gives a sufficient enough challenge. And obviously if those become easily overcome, then Hard mode is ready for them, and with it the better chance at a higher prize(s).
NorthernPolarity wrote: Skyedyne wrote: Scaling as a whole isn't bad. It gives the appropriate challenge, and makes the game more enjoyable (nothing feels better than taking down a 230 team with a sub 100 team, imo). The scaling this time around seems not based on the community as a whole, but I believe in relation to your main bracket. My friend in the last subset had the Punisher battle at around 170, while mine was 230. As for the notion of it going up in level when completed by anyone, you can blame the ones higher up on the ladder for making the Easy simulator 200+ due to essentially grinding out "easy points" until Hard is easier. I don't think basing it off of roster would be a good idea, mainly for the fact that most people level 2-3 characters and then the rest become benchwarmers. You can't even average enemy level out according to that because then missions become too easy, when it's supposed to be a challenge to get to the top. Scaling is fine. They are slowly but surely getting it right. It went from atrocious in the beginning, and it's getting to tolerable, but not liked status. Once the tweaking is done, then it's will be a really good system. This is true to a certain extent. However, I feel like there needs to be a cap on the scaling in normal mode. If all PvP opponents just end up scaling to 230 because you have a powerful roster, then it makes the player feel like they leveled up their roster for nothing. Scaling hardmode up to this level is fine since hard mode is supposed to be hard, but cap out normal at 100-150 so that at least the mission rewards are farmable and veterans can feel like completing the mission wasn't a waste of time.
Skyedyne wrote: Scaling as a whole isn't bad. It gives the appropriate challenge, and makes the game more enjoyable (nothing feels better than taking down a 230 team with a sub 100 team, imo). The scaling this time around seems not based on the community as a whole, but I believe in relation to your main bracket. My friend in the last subset had the Punisher battle at around 170, while mine was 230. As for the notion of it going up in level when completed by anyone, you can blame the ones higher up on the ladder for making the Easy simulator 200+ due to essentially grinding out "easy points" until Hard is easier. I don't think basing it off of roster would be a good idea, mainly for the fact that most people level 2-3 characters and then the rest become benchwarmers. You can't even average enemy level out according to that because then missions become too easy, when it's supposed to be a challenge to get to the top. Scaling is fine. They are slowly but surely getting it right. It went from atrocious in the beginning, and it's getting to tolerable, but not liked status. Once the tweaking is done, then it's will be a really good system.
Susra wrote: I've been enjoying MPQ a great deal. Spent some money on HP to expand my roster, and will probably spend more in the future. I don't get motivated by much to go to forums and post, but I just had a moment of massive frustration and dismay. In round 3 of the simulator (hardmode), I had fought my way to Simulation 04 (the one with the single big ISO8 reward). The baddies were 66 and 67, and I was hurt, so I had to wait to heal up. I judged that, with liberal use of boosts and a little luck, I'd be able to take them down. I very much looked forward to trying. Also, I'd run into an ISO8 brick wall this weekend, with almost no more progress possible in any tournaments or SHIELD training, so the big ISO8 reward was going to be a godsend. Anyway, I wait to heal to full, click Simulation 04... and now the baddies are up over level 100. The big fight I'd prepared for and waited on... no more. It'd be suicide to try now. Devs, I understand that you have a difficult balancing act to perform with this game. But if this is working as designed, then I think you've made a design error. Whatever else you believe this inscrutable-bar-raising mechanic is doing, it has succeeded in infuriating me and making me not want to give you any more of my money. I'll cool down and come back to it, but you should rethink this.
The Ladder wrote: I also agree with NP. But rather than capping any characters at 160-170 in Normal mode, I think they should be capped at their natural max. I don't see why 1* and 2* characters are getting bumped to 230, when your versions naturally cap at 50 and 85. What's 'normal' about it, when they are exceeding the levels that are possible to the human player? It's pretty farcical that Normal mode now contains characters at Lv230. Keep the uber scaling for Hard mode, if you must.
Moghwyn wrote: I'd rather like to see a different approach, remove the caps entirely. Currently low level and top level players are at a huge advantage, low level players don't get opponents anywhere near the cap, top level players don't face that much of a challenge going against level 230 mobs. It's the mid level players that encounter hell unleashed, most just don't have access to a roster that allows them to compete against those level 230 mobs they are set up against, and two hours combined downtime for each failed attempt doesn't really help. Now, if the caps were removed those top level players would be facing mobs level 1000 and higher. This may sound tough, but given the stated intent behind scaling, top level players should by all rights be facing a tougher challenge than mid level players. And once every top level players gets outright annihilated with zero chance to beat any PvE level at all D3P can finally work on introducing proper scaling that is fair across the board. Sorry if this sounds slightly frustrated, but I'm seeing level 230 groups in easy mode on every node, maybe one or two exceptions. My highest level hero is around level 100, no damage wonder like GSBW or CMag available. Thanks for dynamically adjusting my difficulty level to the same level as those 141/141/141 teams. My playing skills must be considered godlike.
Crazyeyeskiller wrote: Eddie your advice is great, really smart and helpful but you could be less of a prick about it. Just saying.
Eddiemon wrote: Crazyeyeskiller wrote: Eddie your advice is great, really smart and helpful but you could be less of a prick about it. Just saying. Yeah I know, the analytical part of me isn't very touchy-feely and likes getting to the point. At work I go back and edit stuff for tone once I have all the information on the page, but this isn't work, so I figure you get what you pay for.
The Ladder wrote: Skyedyne wrote: NorthernPolarity wrote: Skyedyne wrote: Scaling as a whole isn't bad. It gives the appropriate challenge, and makes the game more enjoyable (nothing feels better than taking down a 230 team with a sub 100 team, imo). The scaling this time around seems not based on the community as a whole, but I believe in relation to your main bracket. My friend in the last subset had the Punisher battle at around 170, while mine was 230. As for the notion of it going up in level when completed by anyone, you can blame the ones higher up on the ladder for making the Easy simulator 200+ due to essentially grinding out "easy points" until Hard is easier. I don't think basing it off of roster would be a good idea, mainly for the fact that most people level 2-3 characters and then the rest become benchwarmers. You can't even average enemy level out according to that because then missions become too easy, when it's supposed to be a challenge to get to the top. Scaling is fine. They are slowly but surely getting it right. It went from atrocious in the beginning, and it's getting to tolerable, but not liked status. Once the tweaking is done, then it's will be a really good system. This is true to a certain extent. However, I feel like there needs to be a cap on the scaling in normal mode. If all PvP opponents just end up scaling to 230 because you have a powerful roster, then it makes the player feel like they leveled up their roster for nothing. Scaling hardmode up to this level is fine since hard mode is supposed to be hard, but cap out normal at 100-150 so that at least the mission rewards are farmable and veterans can feel like completing the mission wasn't a waste of time. I agree with this totally. The easier of the two mirror areas should have a level cap. Probably cap it at 160-170, though. That's roughly double the level of a 3 ability 2*, and gives a sufficient enough challenge. And obviously if those become easily overcome, then Hard mode is ready for them, and with it the better chance at a higher prize(s). I also agree with NP. But rather than capping any characters at 160-170 in Normal mode, I think they should be capped at their natural max. I don't see why 1* and 2* characters are getting bumped to 230, when your versions naturally cap at 50 and 85. What's 'normal' about it, when they are exceeding the levels that are possible to the human player? It's pretty farcical that Normal mode now contains characters at Lv230. Keep the uber scaling for Hard mode, if you must. 230s in general have gotten on my proverbial **** right now, I put my phone down this weekend and barely even touched the Simulator. Quite liberating to do something else for once.
Toxicadam wrote: I think community scaling works because it punishes people like me who purposely wait until near the end of the sub-event and try to snipe a top 5 place by reaping in rubberband points.
Katai wrote: Toxicadam wrote: I think community scaling works because it punishes people like me who purposely wait until near the end of the sub-event and try to snipe a top 5 place by reaping in rubberband points. Except points are worth **** at the beginning. You can beat all the people and get less than 2000 points, but someone at the end can beat the high level dudes and get 3000 in one battle.
ApolloAndy wrote: But why accomplish that through community scaling? Why not just have individual scaling per node or even just have each node be harder than the last? What is the advantage/motivation behind having my nodes increase in difficulty because someone else beat them?