MarvelMan wrote: I agree. Im min/maxing the event in that Im minimizing my play time, maximizing the damage tanking which in turn has minimal effect. Ive been trying to suicide my entire roster about twice a day....and it does little to nothing to halt the scaling. Ive been placing in the top 10-50 range so far and with one maxed 3* Im facing 190s.....
Toxicadam wrote: Everyone's experience is different. I don't have any issues with scaling or rewards or any of that. So, it's hard for me to be empathetic or even try to understand people who are getting screwed over by this system. I play a little each day, I get a few rewards and then I move on. I still make top 50 and get my usual 2 star reward (via tokens) that I throw away. I get my new three star hero (with one or two covers) who sits on my bench for another 30-45 days until I get some more covers to actually make it useful. Rinse and repeat. I don't chase down (and feel entitled to) every 4/4 reward, every top 2 submission reward and every progression reward (and rage when I can't reach that 3 star carrot dangling at the end of the rope). So, if you're someone that plays 3-5 hours a day chasing down every single reward you can get, maybe you need more of a challenge. Doesn't seem unreasonable to me.
MerC 47 wrote: What if they just increased the health pools of some of the baddies? (I personally don't care for this idea either, but it would be better than straight scaling to 400) Then you could at least have a challenge and take some damage from a sustained fight, I think that would be more enjoyable to have a fight than be nuked by Ares with 5 green.
NorthernPolarity wrote: This isn't about needing more of a challenge, it's about getting punished for playing the game optimally. Player A uses C. Mags/Spidey would have their levels increased dramatically because they aren't taking damage, and eventually hit 400 scaling where their team gets killed through match damage alone. Player B uses Thorverine, gets damaged during matches, and don't have their levels scaled because they're "being challenged". The problem is that the difficulty for player A increases dramatically whereas player B is left unchanged, and yet all player A is doing is trying to play the game efficiently. Since the rewards don't change for either player, player A is effectively fighting significantly harder battles for no extra reward at all. What this does is force player A to play like player B. Even though he has a roster that can beat the levels more efficiently, he's going to deliberately take damage, use a weaker roster, and generally have a lot less fun throwing matches and making the game think that he's on player B's level so that he can fight reasonable enemies. Normal games have elite dungeons for the hardcore and more powerful rewards in those as well. This game has elite enemies that give exactly the same reward as lower level enemies, so all that player A gets for having a better roster is feeling like he's being screwed over by game mechanics, which is obviously terrible.
Phantron wrote: NorthernPolarity wrote: This isn't about needing more of a challenge, it's about getting punished for playing the game optimally. Player A uses C. Mags/Spidey would have their levels increased dramatically because they aren't taking damage, and eventually hit 400 scaling where their team gets killed through match damage alone. Player B uses Thorverine, gets damaged during matches, and don't have their levels scaled because they're "being challenged". The problem is that the difficulty for player A increases dramatically whereas player B is left unchanged, and yet all player A is doing is trying to play the game efficiently. Since the rewards don't change for either player, player A is effectively fighting significantly harder battles for no extra reward at all. What this does is force player A to play like player B. Even though he has a roster that can beat the levels more efficiently, he's going to deliberately take damage, use a weaker roster, and generally have a lot less fun throwing matches and making the game think that he's on player B's level so that he can fight reasonable enemies. Normal games have elite dungeons for the hardcore and more powerful rewards in those as well. This game has elite enemies that give exactly the same reward as lower level enemies, so all that player A gets for having a better roster is feeling like he's being screwed over by game mechanics, which is obviously terrible. I see no unusual scaling for using Magneto beyond the fact that Magneto lets me win much more games than I would be able to without him which leads to higher scaling, but winning more is always going to lead to more scaling. My placement so far is #2/#3/#3 and my levels are inline with what I'd expect for being at the top of PvE. It's certainly lower than the guys using Spiderman repeatedly. I think your viewpoint on this event changes a lot depending on who your powerful hero is. A max LT has 10K HP and can pretty much fight anybody that isn't Daken straight up. With OBW and another support (Magneto obviously best, but say The Hood is still quite good) you can pretty much lockdown any team that doesn't have Daken. A Call the Storm does basically 10K damage. Now if you don't got LT you still use LC, though LC is not as good as LT (though no one is as good as LT in terms of raw power). If you have neither, it's going to be pretty rough, but reliance on boosted character is hardly a new thing in PvE. It's not even as broken as the 'Major buffed Magneto destroys everyone' round in Simulator Basic in terms of dependence on a certain character.
NorthernPolarity wrote: Magneto is different because you take a lot less damage than if you used other characters. Jungle in particular: match 6 blue, make a crit tile on env, and win the game off of the resulting AP/ability spam. It's obviously not as bad as spidey, but scaling makes me afraid that any efficient character I'm using will make the scaling increase significantly since I'm taking less damage overall.
Phantron wrote: NorthernPolarity wrote: Magneto is different because you take a lot less damage than if you used other characters. Jungle in particular: match 6 blue, make a crit tile on env, and win the game off of the resulting AP/ability spam. It's obviously not as bad as spidey, but scaling makes me afraid that any efficient character I'm using will make the scaling increase significantly since I'm taking less damage overall. I had my share of lucky wins and didn't notice anything unusual on the scaling either. It's not like you win a game without taking damage and then everything goes up by 30 levels immediatey to compensate. Besides, those are still lucky wins. I just finished a Captain required node against a level 180 Daken. My team was LC/LT/Magneto and Thor took at least 5K damage even though the other side never used a special move. It'd probably help if we actually know what causes you to get extra penalized by the scaling. I suspect you've to have multiple flawless victories in a row to get the scaling really go up, and there's no way that's happening with Magneto. There just aren't that many match 5 -> crit -> match environment -> Thorned Rose awesome openings that'd drive the scale. I do find myself just taking 1K damage instead of using an Anti-Grav to be on the safe side, though these games are becoming increasing rare with the scaling. If LT took 5K damage, then that's certainly completely out of the question to heal up completely with OBW, and that happens a lot.
Clintman wrote: Phantron wrote: NorthernPolarity wrote: Magneto is different because you take a lot less damage than if you used other characters. Jungle in particular: match 6 blue, make a crit tile on env, and win the game off of the resulting AP/ability spam. It's obviously not as bad as spidey, but scaling makes me afraid that any efficient character I'm using will make the scaling increase significantly since I'm taking less damage overall. I had my share of lucky wins and didn't notice anything unusual on the scaling either. It's not like you win a game without taking damage and then everything goes up by 30 levels immediatey to compensate. Besides, those are still lucky wins. I just finished a Captain required node against a level 180 Daken. My team was LC/LT/Magneto and Thor took at least 5K damage even though the other side never used a special move. It'd probably help if we actually know what causes you to get extra penalized by the scaling. I suspect you've to have multiple flawless victories in a row to get the scaling really go up, and there's no way that's happening with Magneto. There just aren't that many match 5 -> crit -> match environment -> Thorned Rose awesome openings that'd drive the scale. I do find myself just taking 1K damage instead of using an Anti-Grav to be on the safe side, though these games are becoming increasing rare with the scaling. If LT took 5K damage, then that's certainly completely out of the question to heal up completely with OBW, and that happens a lot. I think the uncertainty is what makes it all the worse. I have been using Hood, OBW and LT for almost all my nodes and finish at full health. I haven't seen my scaling go up by too much even though I finish every fight at full health. Clever Girl III on Alaska is around 139 for me, so nothing is unruly with my scaling so far. Not knowing what triggers the scaling and not knowing how to bring it down make it so uncomfortable to play for fear of scaling kicking in and finding myself against skyrocketing teams, that I don't play anymore than I absolutely have too. The new meta game of how to defeat the Developers artificial handicapping is not a fun meta game. **Edit, I saw that your TOTW is at 181, mine is at 113. I have run with Hood, OBW and LT for most of my fights and usually end up full health at the end. I wonder what is different between our playing that juiced up your scaling by such a large degree. As I write this I am first in my main bracket with 50,400 points. I noticed that Reckless posted her TOTW was in the 200's. I just can't make sense out of the triggers for higher scaling.