Polares wrote: Maybe a little bit late for this poll now that we have bigger concerns with PvE right now (like making it clear for Devs that this new PvE is a complete DISASTER). But I have voted no matter what.
slidecage wrote: Polares wrote: Maybe a little bit late for this poll now that we have bigger concerns with PvE right now (like making it clear for Devs that this new PvE is a complete DISASTER). But I have voted no matter what. why is it a disaster
Crowl wrote: I think this is the right time for the poll as devs will be focused on this issue and having it simply laid out what people thought were the problems might help them to adjust their thinking when it came to their 'solution' to the problem.
Polares wrote: slidecage wrote: Polares wrote: Maybe a little bit late for this poll now that we have bigger concerns with PvE right now (like making it clear for Devs that this new PvE is a complete DISASTER). But I have voted no matter what. why is it a disaster I think you can check the main thread, but I will list some of the problems - Raising difficulty of ALL nodes (but giving the same rewards) - RIP of roster (now you will need to use your best team allways) - Raised the number of clears to deplete a node to 7 - Needing to play basically before and after every slice opens/closes to maximize scores - Needing to play 4-5 hours in one go to place in top20 - 10 Health packs not enough for that long PS: Of course this is a disaster for me, maybe not for you it you just play PvP Crowl wrote: I think this is the right time for the poll as devs will be focused on this issue and having it simply laid out what people thought were the problems might help them to adjust their thinking when it came to their 'solution' to the problem. Yeah, maybe you are right
Polares wrote: I think you can check the main thread, but I will list some of the problems - Raising difficulty of ALL nodes (but giving the same rewards) - RIP of roster (now you will need to use your best team allways) - Raised the number of clears to deplete a node to 7 - Needing to play basically before and after every slice opens/closes to maximize scores - Needing to play 4-5 hours in one go to place in top20 - 10 Health packs not enough for that long
Slarow wrote: Polares wrote: I think you can check the main thread, but I will list some of the problems - Raising difficulty of ALL nodes (but giving the same rewards) - RIP of roster (now you will need to use your best team allways) - Raised the number of clears to deplete a node to 7 - Needing to play basically before and after every slice opens/closes to maximize scores - Needing to play 4-5 hours in one go to place in top20 - 10 Health packs not enough for that long I think everyone is missing the point with the PVE changes. Everyone is used to "play at optimal times, win basically every fight, and get a good placement". The only "Strategy" was timing your playing and winning fast. Losing never happened. The new scheme means that you are going to lose, and people need to adjust to that. Your last bullet point about not enough health packs is the point. The strategy now is to fight smart, take on teams that you can defeat, and if you can't defeat them don't try or end up losing your health packs. The barrier you run up against now isn't timing or 1 point nodes, the barrier is teams you can't defeat.
simonsez wrote: It rewarded people for intentionally gimping their rosters.
Slarow wrote: simonsez wrote: It rewarded people for intentionally gimping their rosters. Can someone explain this?
JVReal wrote: People intentionally kept their fully covered characters at low levels to keep the enemies at low levels, but equal point value to those with higher scaling. Easier matches, same point value. Championing helped eliminate some purposely low capped rosters, but scaling by covers instead of levels was theoretically going to reduce that benefit as well as reduce the detriment of a 1 covered 5*. Doesn't seem like it worked.
Slarow wrote: JVReal wrote: People intentionally kept their fully covered characters at low levels to keep the enemies at low levels, but equal point value to those with higher scaling. Easier matches, same point value. Championing helped eliminate some purposely low capped rosters, but scaling by covers instead of levels was theoretically going to reduce that benefit as well as reduce the detriment of a 1 covered 5*. Doesn't seem like it worked. Isn't pve scaling calculated based on your top 3 characters? How often does a 13 cover underleveled character actually affect this?
Slarow wrote: Isn't pve scaling calculated based on your top 3 characters? How often does a 13 cover underleveled character actually affect this?