PVE Scaling Testing - Enemy Of The State (03/17/16)

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Comments

  • RyanL24
    RyanL24 Posts: 54
    You know what's fun? Having to fight Wolverine and two Shinobi's at level 330 because you failed to get the CP point on your first six times beating that node....

    It's also super fun to take an Adamantium Slash to the face every 4 turns even though you've prevented him from making a single red match. Woohoo! Sign me up for some more of this!!!
  • SnowcaTT
    SnowcaTT Posts: 3,487 Chairperson of the Boards
    With DDQ/PVP done, nothing left to do. Should I go into PVE again? Let's see:

    295/296/296 Shinobi. Top character on my roster: 300 (354 Cyc boosted), next 281.

    Rewards left: (3)100 ISO/(3) 70 ISO/Standard token

    Why would I bother with that difficulty for those rewards?!?
  • DrStrange-616
    DrStrange-616 Posts: 993 Critical Contributor
    I wonder why this was unpinned. Do they have enough feedback and hope this slides into oblivion?
  • Moon Roach
    Moon Roach Posts: 2,863 Chairperson of the Boards
    Why unpinned? This too shall pass.

    One thing that would make some nodes less irksome would be if you had some indication which of the Kishu it was that dropped the caltrops. It's really annoying to have targeted one of them only to see no "trap disarmed" messages once he bites the dust.
  • Redrobot30
    Redrobot30 Posts: 348 Mover and Shaker
    Just saw what the next two PvE events are after EotS, Venom bomb and a Heroic... icon_evil.gificon_evil.gif

    Looks like I will be quiting PvE for a while after all this grinding.
  • Tie El Min
    Tie El Min Posts: 36
    edited March 2016
    For starters, I want to thank the developers. For me it's nice that they give the opportunity to evaluate certain innovations and to some extent to affect the development of the game. The previous reviews do not specifically read in order to express my own opinion without outside influence. And now to the point.
    I have a little experience in testing games, and I approach to this very carefully. I thought that it would be this time. I was wrong. In fact, I was not ready. And if in the beginning, I doing screenshots, writing time of each battle, and increasing the number of levels from the enemy, after 2 laps I gave it up. No fun, no excitement, only a wild desire to wake up from this nightmare.
    Now the game in pve takes much more time.
    And as before win the one who will clear out the nodes before all others. As I saw from the leaderboard. It's either players with weak rosters or strong, but both have plenty of time. I do not belong neither to the one nor the other. I really don't like pve in this version.

    I offer several options for changes:
    1. To remove the time factor entirely, in addition to the duration of the event/subevent.
    2. Remove the competition between the players.
    3. To remove an increase of more than 10 levels in one battle. Better no more than 1-5 at a time.
    4. Add a decrease level opponent if you lose. Yes, perhaps this would entail a deliberate loss tactics. But this would entail a waste of time and resources that not everybody is interested in.
    5. Leave the old system, increasing break up to 12 hours. And if necessary increase duration of event.
    6. Divide players into leagues, depending on the power of roster.
    7. To give the players themselves to pick the League and therefore the prizes for which they will fight.
    8. To add a pause from several hours to 1 day between events to give players the opportunity to relax.
    9. Be taken into account in the pve level not the entire roster, but only the level of those characters, which the player chooses to pass the node.

    Thank you for your attention.
  • Starsaber
    Starsaber Posts: 206
    I wonder why this was unpinned. Do they have enough feedback and hope this slides into oblivion?

    It might be the conventional time from when it was first posted for it to be unpinned. That said, since it's related to an ongoing event, I think it would make sense for it to be pinned until the bonus rewards from the event are received.
  • Moon Roach
    Moon Roach Posts: 2,863 Chairperson of the Boards
    Starsaber wrote:
    I wonder why this was unpinned. Do they have enough feedback and hope this slides into oblivion?

    It might be the conventional time from when it was first posted for it to be unpinned. That said, since it's related to an ongoing event, I think it would make sense for it to be pinned until the bonus rewards from the event are received.

    Could well be. It's just over 4 days exactly since the OP. I wonder if the unpinning is automatic, or if a mod did it. As it's Sunday evening in the One True Time Zone, I doubt a dev did it.
  • mpqr7
    mpqr7 Posts: 2,642 Chairperson of the Boards
    Too challenging. Not fun. I miss winning iso and cp. I need iso more than ever, with all these upcoming ddqs for my underleveled 4*s. Oh well, I guess I won't win them.
  • Suddenreal
    Suddenreal Posts: 92 Match Maker
    I don't really see myself playing anymore. Let me explain my situation.

    I’ve been playing about three months now, and have most 2* hero’s championed, but, I must admit, my biggest hitter is my Silver Surfer (Perfect Being) that I got from my first pack I bought with my Command Points. At the time I thought I was lucky, until I found out he scaled my opponents up in PvE. Still, no biggy, since he hits like a truck and he keeps the rest safe (especially those with blue, red and black abilities).

    But now, with the PvE changes, things have taken a turn for the worst. I used to have 4 PvE teams. My three 1* characters to tackle the first node, my three 3* lvl 55 characters to tackle the second (so I can pretend to be in the big league), and my lowest 2* champions to tackle the last of the lowest nodes. Then I pack my A-team to do the rest, using health packs as I go along. Now however, I am forced to use my A-team from the start and I just can’t cut it. I have to use my boosted characters or else I’m toast. I tried to fight lvl 97 opponents with lvl 100+ championed 2*’s and I got beaten. Hard!

    I usually aim to get the last cover in the progression rewards (since I don’t have the time to hit the 8 hour sweet spot to grind) but most of the time I hit the second to last reward (I managed to get the Command Points once because I had all necessary characters to do the PvE event completely). This means I end up somewhere in the top 200 (top 300 on a bad day) on PvE ranking. But now I ended my first sub in the top 400. I had even completely forgotten what the rewards for that was. I am forced to play pvp but without any 3*’s to back my team up (Silver Surfer can only do so much, especially without a damage ability) my opponents are limited. PvE was my only option to make any progress and now that is now shot down due to the dodgy scaling.

    Because let’s face it, it is dodgy scaling. “Ah, you have a balanced roster with some good combo’s? Let’s boost some characters and scale the enemies to them. Hope you know how to play them because they’re all you’re going to use from now on.” Forget about using my Daken/Bullseye combo with Cap backing them up, they get annihilated. Now, I understand that you have to take boosted characters into account when scaling (otherwise you just blow right through the opposition and there’s no challenge to that), but can’t they fix that by boosting the characters less? My lvl 118 Thor gets boosted to 180. Is that really necessary? It completely makes any other character unusable. And not only that, now they have taken powers into account as well. Normally that wouldn’t be a problem, but I have just gotten my second Silver Surfer. Again a Perfect Being. The passive on it is fantastic (not being able to be stunned is something that saved me many times), but I rarely use his ability since I just use him to tank characters who have great blue abilities (Black Widow or Storm). So the fact I’ll have a 2/0/0 will mean my opponents will be harder and I don’t get any other benefits from it.

    I hope they will either rework this (lower the PvE boosts or lower the initial difficulty of the nodes) or go back to the previous system or otherwise I do not see any way how I’ll be able to progress any further since I can’t even farm for ISO anymore.
  • madok
    madok Posts: 905 Critical Contributor
    This scaling does make me wonder though.....

    How freaking big does a shuriken have to be to hurt someone for 2000 points?

    I'm guessing it has to be at least a couple hundred feet across. Or maybe it is normal size and made out of depleted uranium.

    And the mechanics of those caltrops, you make a match that is for a specific character but it somehow hurts your entire team. Are they hopping through the battlefield all together in a potato sack together?

    Inquiring minds want to know.

    Looking to trade 20 commandpoints.png for some anti-caltrop boots +5 please!!
  • I've been playing almost a year now and these changes are the worst I've ever seen. So far everything that has been added/updated has been pretty spot on. But, this new way is horrible. I think if this way of play style stays the I may just hang it up and take my money with me. So far I have almost every hero minus the 5*s due to scaling. But this is not worth it. I'd rather just keep deleting my 5*s than have to play this ****.
  • kensterr
    kensterr Posts: 1,277 Chairperson of the Boards
    madok wrote:
    How freaking big does a shuriken have to be to hurt someone for 2000 points?
    Those shurikens were aimed at your crown jewels. So they hit pretty hard. Seriously.
  • icon_e_confused.gif This has not been very fun. Putting in the same amount of time has netted me a much lower score for prizes. The difficulty levels are unrealistic at the higher rounds, as if I'm being punished for having decent covers.
    Also, my ability of heal, like with Kamala, has gone from permanent to temporary, and regardless of what health my team ends with, all damage is subtracted from their health at the end of the round.
    I have actually put quite a bit of money into this game, but I am not going to pay to lose, and I kind of feel like that's where I am at with Eots.
  • blackbolt666
    blackbolt666 Posts: 2 Just Dropped In
    I like the ideas behind the changes but it needs some adjustment.
    Mission Difficulty
    The first thing I want to talk about is how the difficulty of the missions are changing. Previously, the system presented you with opponents based on your characters’ levels. There was a couple of quirks with this system. In some circumstances, it could be disadvantageous to level characters, or to add a high-level character to your roster. Now, the game will take into account both your heroes’ power levels and heroes’ levels into account when establishing the difficulty of the mission.

    It feels like the test is seeing all my under-leveled characters and boosting enemy levels to force me to raise my character levels. The problem is I don't have the iso to do it. Either that or it's taking boosted levels into account. The problem here being most of my boosted characters are 2 stars and not strong enough to handle the enemies I have to face.

    My suggestions for dealing with this are:
    1) Don't take boosted levels into account when setting the enemy level. Then the boost just becomes a bonus.

    2) Put a starting level cap on the enemies (at least for the early nodes).
    Playing When You Want to Play
    ...Our goal with this change is to make Story events more about beating challenging missions rather than having to beat missions quickly at set intervals during the day.

    I really like this idea but the only way to really achieve this is to get rid of refresh timers all-together and change the reward system to progression only. Otherwise "optimal play" is going to drive PVE. I believe this can be done by moving most of the ranking rewards into the vault and giving each sub-event its own progression rewards.

    Using the current Enemy of the State event as an example.

    Added to the vault from rankings:
      Wolverine (X-Force) x3 Thor (Modern) x3 Human Torch (Johnny Storm) x3 500, 1000, 1500, 2000, 2500, 3000 iso 25, 50, 100 hero points

    Added to progression from rankings:
      Enemy of the State Token x6 (in place of covers) Standard Recruit Token x3 250 iso

    Sub-event progression would include:
      70, 140, 250 iso Standard Recruit Token x3 Heroic Recruit Token Enemy of the State Token x2

    Added to the vault from sub-event rankings:
      50, 100 hero points 500, 1000 iso 1, 2 command points

    Point values for nodes would work similar to the current test system but with no refresh timer. Progression targets should be set so they are achievable even if you don't have the essential characters. Maybe four full clears with essentials. I believe that the result of this would be that everyone is capable of getting all of the ranking rewards but, due to vault randomness, not everyone would.

    I hope the devs find this feedback useful and would like to hear what players think of these ideas.
  • ramoramo86
    ramoramo86 Posts: 89 Match Maker
    My thoughts in the PVE changes that are being tested

    The good

    1) I like having the freedom of playing over a longer period of time before it resets. Hitting a node 6 times for full points throughout a 24 hour period is great for me
    2) See # 1


    The bad

    1) The scaling is ridiculous, who the heck thought it was a good idea for the levels to jump up by 20-22 per clear?
    2) How the heck does #1 that even make sense?
    3) By increasing the level you have NOT made it harder you have simply made our luck worse and the AI’s luck better. When the level increase happens the AI should get harder, and by harder I mean smarter. Smarter to the point to where they actually become more of a challenge. During this PVE whenever the levels increase my luck decreases and the AI starts to get INSANE CASCADES. I have tested this out to make sure it wasn’t just me and my alliance is saying the something.
    4) Staying on the toping of luck and cascades, I have noticed that not only does the AI get crazy lucky but my strongest colors seem to either stop dropping as much or always spaced so far apart that I can’t even match them


    Anyone else having a similar experience?
  • kensterr
    kensterr Posts: 1,277 Chairperson of the Boards
    ramoramo86 wrote:
    My thoughts in the PVE changes that are being tested

    The good

    1) I like having the freedom of playing over a longer period of time before it resets. Hitting a node 6 times for full points throughout a 24 hour period is great for me
    2) See # 1


    The bad

    1) The scaling is ridiculous, who the heck thought it was a good idea for the levels to jump up by 20-22 per clear?
    2) How the heck does #1 that even make sense?
    3) By increasing the level you have NOT made it harder you have simply made our luck worse and the AI’s luck better. When the level increase happens the AI should get harder, and by harder I mean smarter. Smarter to the point to where they actually become more of a challenge. During this PVE whenever the levels increase my luck decreases and the AI starts to get INSANE CASCADES. I have tested this out to make sure it wasn’t just me and my alliance is saying the something.
    4) Staying on the toping of luck and cascades, I have noticed that not only does the AI get crazy lucky but my strongest colors seem to either stop dropping as much or always spaced so far apart that I can’t even match them


    Anyone else having a similar experience?
    For placement rewards you need to out-grind your bracket buddies. See viewtopic.php?f=7&t=41625
  • Twysta
    Twysta Posts: 1,597 Chairperson of the Boards
    I made a pie chart for how much fun I'm having with this.

    meta-chart_zpscwmxnoi9.jpeg
  • WEBGAS
    WEBGAS Posts: 474 Mover and Shaker
    28 pages full of complaints after 3 days of the new PVE system....
    how many negative feedbacks the devs need, in order to understand that they miserably FAILED? icon_evil.gificon_redface.gif
  • ammenell
    ammenell Posts: 817 Critical Contributor
    fun fact:
    my tolerance for tinykitty luck in this game decreases.
    when on the verge of losing i retreat, nothing new here.

    that behaviour morphed into:
    wolverine gets a single slash in - ragequit
    im40s recharge cd tiles get matched (two of three) - ragequit
    even if i may still would have won the game

    observation: i ragequit more readily when im playing for 70iso.
    besides, im in the middle of daredevil season 2.