Enemy Of The State: Scaling Feedback

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Comments

  • Personally I think the scaling is way too aggressive especially at the start. The whole point of building up your roster and leveling up your characters is to make them more powerful but if the enemy scales based on your power levels then you are never going to get that feeling. Why bother making my characters stronger if the fights aren't going to get any easier. It's like playing an RPG - at the start of the game your characters barely survive in the beginning area but if you go back to that same area at the end of the game the enemies fall without much effort. Personally I think PVE should play out like this:

    First 2 waves of nodes: Trivial Matches - enemy levels between 25 and 50 - matching 1 star characters
    Second 2 waves of nodes: Easy Matches - enemy levels between 50 and 100 - matching 2 star characters
    Third 2 waves of nodes: Normal Matches - enemy levels between 100 and 200 - matching 3 star characters
    Final wave (7th prize): Hard Matches - enemy levels between 200 and 350 - matching 4 star characters
    Anything after wave 7 would get progressively harder until enemies reach a level cap of 500 or 550 matching 5 star characters

    I feel like this would reward players for building up there roster by allowing them to progress further. I mean I don't know about everybody else but when I'm playing a node that is trivial I don't think I should be losing 500 to 1000 HP off of one enemy attack.
  • I guess I'm in the minority, here, but the new scaling system has been working well for me. My highest-level characters are between level 100 and 104, and are a mix of 2*'s and 3*'s. I don't have any 5*'s in my roster, but do have a few 4*'s with one cover each (basically sitting there taking up space, but I like the characters). My rankings have been far better than in the old system and I'd be happy if D3 kept this system. I can't play every 8 hours because life won't allow it. Let us play once (or twice) a day and be done with it, but still have a shot at the best prizes. The rubberbanding system was terrible.

    I agree with others, here, the difficulty can get pretty absurd really fast. Maybe scale that back just a bit and I think we'll have a winning formula here. I used to avoid PvE, like the plague, because it was a chore instead of a game. It feels a lot more like a game now, but I hope the devs can find a balancing point that will appeal to most players.
  • VazzVegas wrote:
    I've been enjoying the new system for many reasons. You don't need to have perfect timing and come back to play every 8 hours. That wears me out. You can just play whenever you want, for nearly as long as you want.

    My roster is balanced; I've been keeping everyone at the same level and that has seemingly benefitted me in this event. It seems like this new system was meant to give everyone a fair chance at a high placement. That way, people who are loaded up on 5*'s and 4*'s can't just mow through everything so easily and always get the top spots.

    My only constructive feedback was that they've chosen the wrong event to test this. It should have been a 3-4 day event, not a 7 day'er. Especially this one which has those annoying enemy types over and over with their caltrops and meteor hammers.

    Agree with you on that. The ninjas (and symbiotes too) are usually way too overpowered. They just keep chucking out damage-dealing things by just sitting there and it doesn't make much sense.
  • Sabintribal
    Sabintribal Posts: 13 Just Dropped In
    Well, I'm gonna put in my cents as well. I registered on the forum, just for this feedback. I like to play semi-casually, or sometimes full out (rarely). The way the difficulty spiked in this event took it completely out of the casual range into the frustration range. I get the ploy, I do. Taking more damage requires more health packs, but if you can't win the node in the first place, what's the point. If you wanna turn the game into that, be my guest, but I will no longer be a part of it (I've played consistently for 2 years+ now missing only maybe 5 days total). I never contribute to free to play games, but I actually spent 50 on this one, because I really wanted to support it (and the fact that Beast was added).

    Also let me start by saying my roster has a 2-cover Silver Surfer, a 1-cover Phoenix, 1 maxed out 4star, 25 3stars around lvl 172 average, 15 3 stars at 120, all 2 stars, half around 120, and 3 1 star (since this affected scaling I'm assuming).

    I actually liked the static points per node, and then reset in 24hr increments. However, it went from a max of 9 per node, to 12 per node, requiring more play, especially in a new character event. I'd prefer if it stayed to 9, but if it's 12 I'll just have to accept I won't be competitive anymore. The difficulty increase was far too drastic in my opinion. I'm sure the people with multiple maxed 4 star covers, or hell, 5 star covers, didn't see much of a difference, or are BEGGING for more difficult content. But holy ****, giving a lvl 300 team with 2 Kishus (aoe damage you can't really stop) AND a Gorgon that basically got auto-AP to power his **** moves was extremely overpowered. If you want to keep the level difficulty high, you should adjust unfair nodes like that. I still find the nodes that have a mix of auto-AP and pc characters the most unfair, because they can fire off powers, and there's very little you can do to stop them, and that's even before the levels are obscene (yes, OBSCENE). Remember when no one played the Galactus event the first time because it was too unfair? Who in the hell is coming up with this ****?!

    I actually enjoyed the fact that the first 3 nodes were lower level (formerly). Those didn't need to start at 125 and go up to 200 either. The first 3 I feel were simple ones that weren't irritating, and gave you a sense of accomplishment even for relatively minor rewards. Maybe maxed out at 125 in this leveling system I might have been ok with. But it was made almost just as hard as the 3 super hard nodes. I felt the difficult spikes (on all nodes) had too sharp of an increase per fight, while my roster stayed exactly the same. What on earth is going to happen when it's a heroic event and some people may have only 4 characters active at all with this difficulty setup (and most likely wouldn't form a cohesive team like MOST Heroic Events).

    I hope someone actually reads this and doesn't dismiss it as complaining. Although it is complaining, I'm trying to convey my frustration with a game I really enjoy. However, I've learned over many years of playing games that, if something makes me overly frustrated, there's no longer a point in playing the game. I'm not trying to "threaten" anyone either, but seriously: if the game becomes this difficult nightmare, I'll play the Deadpool Daily ONLY, until you raise the difficulty of that, and then I'll just quit altogether.

    I love this game. I love Marvel. I love the strategy. I love BEAST more than anything in the world (true story). But I can't tolerate frustration if I can avoid it. Games are supposed to be fun, not make you want to hurt people.

    Sincerely,
    A Dedicated MPQ Fan
  • frostCoH
    frostCoH Posts: 71 Match Maker
    • I redcrit.png LOVED redcrit.png seeing how the scaling works in real time
    • it would be more efficient to do this not after the match but the next time around,
    • show the level change on the screen where you select your boosts!
      Most importantly
    • Tone down the difficulty at the outset,the missions were absurdly hard to start with.

    Other than that I loved it!