KGB wrote: If you really want placement under the new system you can always just 'snipe'. I've joined the last 2 events (Prodigal Sun and now DK Avengers Heroic) on the 2nd day. In both events I'm going to finish T50 in all the subs and T50 for the event while getting only about 2/3 of the progression points (I lack essentials so I know I was unlikely to get progression without a lot of hard work and being summer my gaming time is limited) which is replenishing my hero points and netting a bunch of 3* covers (most of which I'm turning to ISO). In both events reaching a T10 score (which I'm not getting unfortunately) will be no where near progression points. KGB
Vhailorx wrote: And while your group B does pay more cash for the game, I think demi is now focusing even more on group C: the people who will spend thousands or tens of thousands of dollars every quarter no matter what.
deadtaco wrote: 74 day player with 6 champed 2* and one 5* (Phoenix red). PVE was ruined by the old system. Planned to sell my 5* after PvP season. I saw they were going to reduce the 5* penalty with thus event. One pass through each node and I have wiped twice on "easy" nodes and the difficulty's very high unless I use my 5* on every node, which I didn't do, hioeing that would help reduce scaling. It looks like they reduced the penalty a tad, but pve is still nuts with a 5*. And yes I know, don't open LTs....
Enslaved wrote: I think the starting level of 255 is way too high. It should have been 140 or 166 at most. Unless you have nearly maxed out 4*s just owning a single 5* will increase your scaling to the point where you'll have trouble competing. What happens when some 2-3 transitioner gets "lucky" and pulls one? It's not like scaling is even explained anywhere, they'd just recruit them and effectively ruin their ability to play the game.
Vhailorx wrote: deadtaco wrote: 74 day player with 6 champed 2* and one 5* (Phoenix red). PVE was ruined by the old system. Planned to sell my 5* after PvP season. I saw they were going to reduce the 5* penalty with thus event. One pass through each node and I have wiped twice on "easy" nodes and the difficulty's very high unless I use my 5* on every node, which I didn't do, hioeing that would help reduce scaling. It looks like they reduced the penalty a tad, but pve is still nuts with a 5*. And yes I know, don't open LTs.... I think it is worth pausing for a moment to reflect on deadtaco's problem. 5*s were introduced in mid september, 2015. They were announced earlier that month. In the announcement thread. Here is a quotation from a post made by on September 4, 2015 (from this thread: https://d3go.com/forums/viewtopic.php?style=1&f=7&t=32616), which is just one of many such statements at the time: Enslaved wrote: I think the starting level of 255 is way too high. It should have been 140 or 166 at most. Unless you have nearly maxed out 4*s just owning a single 5* will increase your scaling to the point where you'll have trouble competing. What happens when some 2-3 transitioner gets "lucky" and pulls one? It's not like scaling is even explained anywhere, they'd just recruit them and effectively ruin their ability to play the game. We are now more than 10 months into the 5* era. Demiurge is just now introducing changes to PVE to fix a problem that was identified by users before 5*s ever went live!!!!! I try (and undoubtedly sometimes fail) to be even handed in awarding both praise and criticism to the devs. I don't think they are bad people, or are trying to trick the players. Sometimes they do good things, and sometimes they do bad things; I try to praise for the former and provide polite critique for the latter. Unfortunately, I don't think I can find anything positive to say about this particular issue; it seems particularly damning to me. This was a known problem for many months (I think) before the devs even comment on the issue. But it's also a problem where the only downsides are borne by the playerbase, and it has clearly been a lower priority issue for demi. The cynic in me notes that it doesn't really affect the devs if players hurt their scaling by opening a LT too early. Moreever, players that find themselves in that situation may be further incentivized to spend real cash in the game to accelerate their roster building and reduce the painful effects of scaling (to say nothing of the fact that 1* players are almost guaranteed to earn one or two LT's worth of CP early on from their baby bracket PVE events). Now, 10+ months after 5*s went live, the devs are finally ready to introduce a potential fix to this problem. And that fix was: (1) arbitrarily tied to a raft of other scoring and format changes in PVE, thus delaying the fix during months of testing; and (2) reportedly doesn't work very very. Clearly fixing the scaling problems doesn't really have much impact on demi/d3's revenue (if anything it might have a negative impact), and I understand that gaming is a business and revenue is a priority. But player experience matters to revenue too. People are less likely to keep playing or spend real money when they are unhappy. And I think it is pretty shameful for demi to mishandle serious player quality of life issues like this for months while continuing to prioritize revenue-generating content like new characters.
Polares wrote: Vhailorx wrote: deadtaco wrote: ... It looks like they reduced the penalty a tad, but pve is still nuts with a 5*. ... I think it is worth pausing for a moment to reflect on deadtaco's problem. 5*s were introduced in mid september, 2015. They were announced earlier that month. In the announcement thread. Here is a quotation from a post made by on September 4, 2015 (from this thread: https://d3go.com/forums/viewtopic.php?style=1&f=7&t=32616), which is just one of many such statements at the time: Clearly fixing the scaling problems doesn't really have much impact on demi/d3's revenue (if anything it might have a negative impact), and I understand that gaming is a business and revenue is a priority. But player experience matters to revenue too. People are less likely to keep playing or spend real money when they are unhappy. And I think it is pretty shameful for demi to mishandle serious player quality of life issues like this for months while continuing to prioritize revenue-generating content like new characters. The new PvE was supposed to be all about fixing scaling, in general, not just for 2 players who pulled a 5, but obviously somewhere along the way they decided to fix something that was not really broken at the same time, and change the format into ... 'something better' Now scaling is worse than before (scaling was not that bad anymore for almost all players except 2 teams + 5s), and PvE is going to be crazy hard for competitive players, and possibly the same for non competitive. All iterations has just made the new format more bearable, but I still think the old one was much better. Really nothing positive is coming out of this...
Vhailorx wrote: deadtaco wrote: ... It looks like they reduced the penalty a tad, but pve is still nuts with a 5*. ... I think it is worth pausing for a moment to reflect on deadtaco's problem. 5*s were introduced in mid september, 2015. They were announced earlier that month. In the announcement thread. Here is a quotation from a post made by on September 4, 2015 (from this thread: https://d3go.com/forums/viewtopic.php?style=1&f=7&t=32616), which is just one of many such statements at the time: Clearly fixing the scaling problems doesn't really have much impact on demi/d3's revenue (if anything it might have a negative impact), and I understand that gaming is a business and revenue is a priority. But player experience matters to revenue too. People are less likely to keep playing or spend real money when they are unhappy. And I think it is pretty shameful for demi to mishandle serious player quality of life issues like this for months while continuing to prioritize revenue-generating content like new characters.
deadtaco wrote: ... It looks like they reduced the penalty a tad, but pve is still nuts with a 5*. ...
deadtaco wrote: Question about scaling per node - Does the amount it go up have anything to do with the team you just used to clear it, or does it just go by your roster?
Orion wrote: Scaling is through the roof and the stupid timers means that optimal play is a 5 hour grind before and after the slice time.
Keegan wrote: Orion wrote: Scaling is through the roof and the stupid timers means that optimal play is a 5 hour grind before and after the slice time. Hi, I was the second person to complete optimal clears in s3 today. I am a four-star transitioner, average roster being lvl170 to 180 3*s. My boosted 3*s were over my 5s, around lvl260. My maximum boss difficulty was lvl280. My optimal clears took one hour and forty-six minutes, with some mild distractions while playing. I'm not defending anything, I'm sharing what my experience was to be the second complete clear of sub1. I'm not surprised if scaling and grind time is off the charts for some, but it was not for me. It was okay, and now I don't have to worry about hitting clears early or late.
sinnerjfl wrote: Keegan wrote: Orion wrote: Scaling is through the roof and the stupid timers means that optimal play is a 5 hour grind before and after the slice time. Hi, I was the second person to complete optimal clears in s3 today. I am a four-star transitioner, average roster being lvl170 to 180 3*s. My boosted 3*s were over my 5s, around lvl260. My maximum boss difficulty was lvl280. My optimal clears took one hour and forty-six minutes, with some mild distractions while playing. I'm not defending anything, I'm sharing what my experience was to be the second complete clear of sub1. I'm not surprised if scaling and grind time is off the charts for some, but it was not for me. It was okay, and now I don't have to worry about hitting clears early or late. I think you misunderstood what he said regarding the grind. Yes, clearing the nodes 4 times in 1h46 is fine. But tomorrow, you'll need to clear them again 3,4 times + when the new sub starts another 4 clears as fast as possible. This is what sucks about the new system and it's the "optimal clear". It's a solid block of 3 to 4 or even 5 hours of playtime and it's just ridiculous to ask anyone to do this.
Keegan wrote: Okay, I see. I was reading the post as "Five hours before, five hours after" which would be ten hours. So, if it is a solid block of 3 to 4 or 5 hours all told, that's not really different from the old system of thirty minutes to an hour and a half first clear of a sub after a three hour grind, is it? If I'm understanding your point correctly, that is. The old system tossed in two 8hr clears that you had to play optimally as well if you wanted decent placement.