hamsingame wrote: Yep, I have championed 5 stars and I'm fighting guys higher level than me in the first sub o_O I feel like this should be happening in the last sub not the first...
Polares wrote: Gauntlet has always been difficult, even before nodes already got to 395, it was supposed to be challenging. I think the biggest problem now are the rewards, all this work just for one 4 cover? Not even three or a 5, just one 4 cover. That is the problem, devs being cheap again.
TheWerebison wrote: Well, the boss scaling has always been this way. And it makes sense they have to adjust for people with higher level rosters. The minion scaling. Eh, it's a bit rough, especially in later rounds, when the boss can kill you real easily, it sucks to have to use health packs on the minion nodes. But overall...it ain't 100% awful.
Dragon_Nexus wrote: TheWerebison wrote: Well, the boss scaling has always been this way. And it makes sense they have to adjust for people with higher level rosters. The minion scaling. Eh, it's a bit rough, especially in later rounds, when the boss can kill you real easily, it sucks to have to use health packs on the minion nodes. But overall...it ain't 100% awful. In Galactus' first round they had insanely tough enemies as you went on, but they started out low. In this one they started out low simply due to them forgetting to turn scaling on. Then they remembered, the levels spiked hard. In Galactus, the community backlash was pretty significant. They realised that adding really tough minion fights you had to clear before an even tougher boss fight wasn't fun and just sapped the enjoyment out, so the made the minion fights more of a side objective, a pest to distract you for a moment before you brought your A-game to the boss. This made it way more enjoyable. So for them to utterly forget that rule and whack the scaling up again is just baffling. I honestly wasn't expecting it since the enemies were always super easy. I figured they did that on purpose to make the game fun and enjoyable.
TheWerebison wrote: Dragon_Nexus wrote: TheWerebison wrote: Well, the boss scaling has always been this way. And it makes sense they have to adjust for people with higher level rosters. The minion scaling. Eh, it's a bit rough, especially in later rounds, when the boss can kill you real easily, it sucks to have to use health packs on the minion nodes. But overall...it ain't 100% awful. In Galactus' first round they had insanely tough enemies as you went on, but they started out low. In this one they started out low simply due to them forgetting to turn scaling on. Then they remembered, the levels spiked hard. In Galactus, the community backlash was pretty significant. They realised that adding really tough minion fights you had to clear before an even tougher boss fight wasn't fun and just sapped the enjoyment out, so the made the minion fights more of a side objective, a pest to distract you for a moment before you brought your A-game to the boss. This made it way more enjoyable. So for them to utterly forget that rule and whack the scaling up again is just baffling. I honestly wasn't expecting it since the enemies were always super easy. I figured they did that on purpose to make the game fun and enjoyable. I know. Trust me, I thought that, too. You should see the post I made on the "Preemptive Praise" or whatever thread. Anyway, there's another thread that says they are also doing it as a "test". Which scares me, believe you me. I prefer how CW started. I felt it was good as it would allow more people to throw themselves at the boss, since they wouldn't be wasting health packs on the chaff. And then to suddenly run into minions that jumped up by a multiple of 3 or 4...it was like Forrest Gump suddenly running smack into a tree. And it stung probably just as much. I think they want us to have fun. But they also want money. And you have to admit, the first way was WAY too easy for people who have been playing for a long time. My Alliance is going to get round 6 done on our 2nd boss after having gotten all the rewards for the first boss. That's 6 event tokens, 3 HB covers, 2 Falcap covers, 2 event legendary tokens, and a 5* cover in 3 days, and that's not even counting the progression rewards. All that for an Alliance where a good number of members are just in the 3-4* transition phase. Does that sound like D3's normal level of generosity? Look. I want to believe they want to shower us with riches for a special event which will never be run again. But they don't. I imagine they wanted us to only be able to beat one boss, and then maybe switch over for a few extra event tokens on the other boss. So they had to put a choke on the event. And it sucks. It really, really sucks that they would do that in the middle of an event. I'm not defending that. But I can understand it.
jffdougan wrote: Link about it being a test?
wymtime wrote: So are we talking about the level 300+ enemies where you have to use winter soldier or Hawkeye or are we talking about the fact that in the wilderness in the gauntlet I am already seeing level 330 enemies? I though I was not suppose to see level 300+ until the end of round 2 or the beginnings of round 3? I'm confused as to what we are talking about
TheWerebison wrote: jffdougan wrote: Link about it being a test? Ugh, hang on a second. Finding a red post is the proverbial needle in a haystack. Got it. And I paraphrased horribly, I have no excuse. viewtopic.php?f=7&t=43910&start=20 Bottom of the page, from David Moore. "The difficulty scaling is intended. We will look at how everyone does and adjust accordingly." So they're still willing to adjust it, if they feel it is necessary. KIND of like a test, but obviously my brain took several uncalled for creative liberties.