LoreNYC wrote: •Having 2 brackets is nice for double the rewards but why not just reflect the scaling better if we are keeping scaling. My harder mode was always about 20 levels higher than my normal mode the entire time. 20 levels higher is really nothing but double the grind. I'm sort of on the fence about the 2 brackets because if there was only 1, then I would just have 3 nodes to do about once/day instead of twice/day. Having the same reward for both brackets for both runs of the event seems a little nuts unless, of course, everyone must have the captain maxed for the next event. . .
- Smoothed the route back down in PVE rating if you're losing in missions so that enemies will get easier quicker. We've put in brakes however so that you can't just retreat your way to easy-dom.
Knock3r wrote: The answer that I really want to hear from devs or from players is whether anyone saw their scaling go DOWN, like IceIX said would be easier to do: - Smoothed the route back down in PVE rating if you're losing in missions so that enemies will get easier quicker. We've put in brakes however so that you can't just retreat your way to easy-dom. If so, how many missions did you have to lose until you saw this effect?
LoreNYC wrote: I see several flaws with this type of event. •First of course is having the buffed, required character be the one that was just released. Clear money grab, but ok someone has to pay the bills •Limited roster is fine as long as the enemies scale to the roster you are limited to, not just how many times you kill or wipe. Perhaps limiting the roster but not as severe and for people who are missing a majority of some of the allowable characters, open up a few more perhaps? •Progression awards were still broken. Is this because the change to rubberbanding a few events ago that removes alot of the elasticity meaning fewer high scores are reachable? Now points are reduced from much further distance from the leader meaning there's no more slingshotting past people to push everyone potential scores higher. •Rubberbanding allowed someone to just play the last hour of the entire event and win or finish in the top few of their bracket. Seems like a bad system to allow someone to do this and I'm sure many people don't like it although able to skip and event for 95% of this and just playing and the end to win does seem like free candy to the winner. •Having 2 brackets is nice for double the rewards but why not just reflect the scaling better if we are keeping scaling. My harder mode was always about 20 levels higher than my normal mode the entire time. 20 levels higher is really nothing but double the grind. I'm sort of on the fence about the 2 brackets because if there was only 1, then I would just have 3 nodes to do about once/day instead of twice/day. Having the same reward for both brackets for both runs of the event seems a little nuts unless, of course, everyone must have the captain maxed for the next event. . .
Phantron wrote: In Simulator Basic nobody got close to 300K (though we got to about 270K). In Heroic Jugg nobody got close to the first Captain America cover (93333, top score was 55K maybe?). In this event, we barely got the first heroic token (25K?) on deadly on round 2 even though the top progression was what, 85K?
reckless442 wrote: Even though I did well in the both rounds, I hated this event. I don't mind heroics in theory, but more thought needs to go into the selection of characters. As for scaling, a lot of the problems have already been addressed, but there is one that is overlooked. If you want to play the event, not rely on rubberbanding, and do well, you are effectively forced to grind the nodes. But that only results in you being penalized with increased scaling (on top of community scaling). As nodes get harder and even max-level characters get wiped out by goons, your options are pretty limited. If you want to do well, you need to rely on boosts, but that also results in increased scaling. So basically, you faced a choice of either sitting out the event, which now has the added impact of hurting your alliance, or you run the risk of killing yourself in the next PVE. Those +50% damage to all-enemies were the only way to beat level 280 Venom/Daken/Rags or Yelena/Hitman/Muscle when the Muscle's "threaten" was placing two strike tiles each worth an additional 679 per attack, and it was nice of the Devs to give them as rewards, but why bother if we're going to be punished for using them. The whole system makes no sense. I still don't get why a good strategy that involves planning ahead to avoid damage means the game is "too easy," but running headlong stupidly into a battle without an effective strategy so that my characters die or walk out with only a few health left is "optimal" game-play.