Regalis wrote: I remember when Oblivion came out circa 2006. There were many a tough enemies, so we leveled our hero up in order to become powerful enough to beat them. Except when we got to that level, the enemy was replaced with a more powerful version, and when you got even more powerful, it was replaced yet again. And everyone was all like "why the hell are we leveling our character for." Yeah good times that was... eight years ago. I feel like we've gone back in time.
Cryptobrancus wrote: Sounds like they are giving the entire system more flexibility, and players a bit more control over it. If you grind through so many 230's you push yourself up to 400 the game is literally telling you to slow down...
IceIX wrote: By raising the bar to 400, we've left room for Player 2 to grow while essentially pushing Player 1 into the same position Player 3 now enjoys. It's also the reason you see newbies hanging out in the points ranking for so long. They get hit by scaling less because the people that are pushing the community scaling up aren't hitting them as hard (as they shouldn't). They still hit difficult fights relatively quickly though as their individual rating climbs, so that ends up being self balancing by the end of any given PVE Event.
paralistalon wrote: I hope what the devs are getting out of this thread is that they HAVE to start incentivizing being able to beat 230+ opponents or else no one will be motivated to continue with the game. I don't think anyone minds having to face a higher challenge, but when you get the same prize as a newcomer, it's like, what's the point? My own rating is skewed because if I see a level 230 team (especially if has Ares), I just won't even attempt it! This inflates my ratings, however, so I guess the best thing I should do is intentionally play and lose so I tank, which is the opposite of fun, IMO.
Twysta wrote: I suggest for one that as levels get higher, increase the chance of receiving one of the remaining rewards. It seems a lot more reasonable to fight a level 230.. well I guess the max will be 400 now, that you have a 100% chance of receiving the reward. So your reward chance scales with the levels. While it starts at 50 % - this can be frustrating enough as is for some players - that this gradually increases after something like level 100. Like an extra 5% every 6 levels from this point?
kerravon wrote: The biggest problem with the scaling is this. If I see a node that I think I can't beat I will NOT fight that node. So how does the scaling take that into account? It only seems to increase the difficulty when you win and lowers it when you lose. What happens when you simply stop playing because its gotten too hard?
Tharos wrote: For information, I only cleared the first two nodes in deadly mode: level 90+ ennemies are way too difficult for my roster. (but it's ok. even if I managed to clear the deadly simulator or jugg heroic, I understand that I need more 3* to complete deadly mode).
Twysta wrote: Thinking about it, it doesn't make sense to me why they'd have a "deadly/hard" mode, when the fact is that the people who do best in this are the people with low level rosters. Surely this harder mode is designed for people with better rosters hence why there are two seperate sections. Instead I find this isn't the case and the guy on top of my 'deadly" bracket has 8 heroes in his roster the highest of which is a level 50 IM35. When the first created 2 seperate brackets I thought this was a step forward but now it kind of plays on me a bit when.... meh nm
gamar wrote: but in my experience I've noticed by the last 12 hours of the event they're all gone except for maybe one or two guys riding a buffed hero on the (lower-scaled) essential nodes