Scaling Tied To S.H.I.E.L.D. Clearance Levels (5/25/17)
Comments
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udonomefoo said:No champed 5*, so I went down to SCL7
Overall time commitment was better. If this was the first step toward a progression only pve structure then i'd say it's great. I don't believe that's the case.1 -
zodiac339 said:5
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New McG said:zodiac339 said:
Capping enemies well below the Epic tier doesn't make anything fair for anyone. We're locked out of Legendary reward placement we need, and they are getting Legendary reward placement that they barely need (aside from Champion rewards like the LTs and CPs those rewards slowly give).0 -
New McG said:zodiac339 said:
This scaling change is finally adding the idea of making progress back into PvE. Collect more covers, level your roster, and then you can step up to the next CL.0 -
zodiac339 said:New McG said:zodiac339 said:
Capping enemies well below the Epic tier doesn't make anything fair for anyone. We're locked out of Legendary reward placement we need, and they are getting Legendary reward placement that they barely need (aside from Champion rewards like the LTs and CPs those rewards slowly give).
My 4* characters still see quite a bit of use, even over my 5* characters, and when they do, it's almost always because they're well-champed.
Progress is slower on them, but every little bit helps.1 -
zodiac339 said:New McG said:zodiac339 said:
Capping enemies well below the Epic tier doesn't make anything fair for anyone. We're locked out of Legendary reward placement we need, and they are getting Legendary reward placement that they barely need (aside from Champion rewards like the LTs and CPs those rewards slowly give).0 -
New McG said:zodiac339 said:New McG said:zodiac339 said:
Capping enemies well below the Epic tier doesn't make anything fair for anyone. We're locked out of Legendary reward placement we need, and they are getting Legendary reward placement that they barely need (aside from Champion rewards like the LTs and CPs those rewards slowly give).New McG said:zodiac339 said:New McG said:zodiac339 said:
Capping enemies well below the Epic tier doesn't make anything fair for anyone. We're locked out of Legendary reward placement we need, and they are getting Legendary reward placement that they barely need (aside from Champion rewards like the LTs and CPs those rewards slowly give).
40 packs from their PVP (now that I realize that the featured Legendary is the only Legendary there. Thanks for helping me notice that Gamor4 red!) PVE release placement should probably feel less important to those who are just going to buy 40 packs like that.
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zodiac339 said:
40 packs from their PVP (now that I realize that the featured Legendary is the only Legendary there. Thanks for helping me notice that Gamor4 red!) PVE release placement should probably feel less important to those who are just going to buy 40 packs like that.0 -
Overall, I don't think this idea was terrible in conception, but the test was not the best in execution. As a mid level player it was frustrating to see such a quick and immense increase in enemy levels (I didn't realize the test was happening until after the event had started.) As a result I got left cold for this event as my roster couldn't hack the higher levels needed to progress. I really feel as though the SCL need to be expanded and spread out quite a bit more to really see the benefit shine through. Add levels 9 and 10 to spread out the level increases and add some progression rewards geared specifically a player with a top tier roster, but keep existing levels the same or very similar for existing players in the middle range to build their roster as well. I think the focus should be to expand progression, rather than condense it.0
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I liked this scaling a lot. Please make it permanent!2
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revskip said:Alsmir said:I'm seriously concerned about future of this game. At this time, not because of recent changes, but because of attitude of 5* players.
I know that entire 5* meta is weird, inconsistent and drastically needs changes + improvements. Set lvl difficulties don't fix that, unless they come with SCL 9, 10 and changes to reward structure. That test just flooded the SCL 7, 8 with 5* players who kicked anyone else out of placement spots. Same thing that we had in PvP for long time.
5* players got super easy fights, but everyone else got slapped into the face. That fixes nothing and you don't have to be that smart to realize that.
It troubles me when I read "Let's make that permament, my opponents are super easy now and I can do full clear in 25 minutes." What about people who don't have 5* rosters? 3* players were pushed out of CL8, others keep facing similar or stronger opponents, but you only think about yourself. Disguisting.
SCL 8 should be for the top rosters, they spent the time and/or money to get the end game content (until they add 9/10). SCL 7 should be for 4* rosters and 4* transitioners who have enough support 3*s that they can punch above their weight. SCL 6 should be for early 4* transitioners and strong 3* teams, etc. Stratifying the SCLs a little better than they have will help everyone.
The two issues I see with the test are people who up until now were able to compete at the top SCL will feel a bit bummed that they can no longer get a shot at the very top rewards, and that some of the biggest rosters are dropping down to other SCLs for a super easy mode eating up rewards meant for rosters that are less developed. The latter seems to be far less widespread, in my bracket in SCL 7 there really are only two 5* rosters in the top ten.
I think if they implemented a floor as well as a ceiling people would be more likely to go to the most appropriate SCL for their roster. I really liked KGB's general concept:KGB said:With this new scaling system DG3 should consider turning all clearance levels into a form of Heroic.
SCL1: 1* characters only + the 2,3&4* essential
SCL2-3: 1&2* characters only + the 3&4* essential
SCL4-5: 1-3* characters only + the 4* essential
SCL6-7: 1-4* characters only
SCL8: any characters
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This way if someone with a top tier roster decides they want to drop down for an event for whatever reason they are still using the appropriate type of roster for the SCL they are playing in and aren't just stomping over everyone in their bracket by using their characters that others at the SCL don't have access to. Most people who are solidly in 5* land have high level 4*s so they wouldn't be at any competitive disadvantage going to SCL 7 and using their 4*s there. Most people with 4*s also have high level 3*s so if they chose to drop down to SCL 5 they would still retain an advantage but a much smaller one.
Not the 5* beat anyone else, 4* beat similar and weaker rosters, but instead facing similar opponents no matter at what level of transition you are.
If you can just dump a truck of money to cruise into 5* land and suddenly start grabbing top placements rewards with ease (already happening in PvP) then this is a massive waste of time and just an e-peen contest.
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Alsmir said:
If you can just dump a truck of money to cruise into 5* land and suddenly start grabbing top placements rewards with ease
3 -
It's a tough one..
I decided to go from SCL8 to SCL7, and that one is do-able, which makes me think that staying at SCL8 will probably be either too hard, or I'll just barely make it (though I'm at day 168). But I'm not unhappy with this new structure
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Alsmir said:revskip said:Alsmir said:I'm seriously concerned about future of this game. At this time, not because of recent changes, but because of attitude of 5* players.
I know that entire 5* meta is weird, inconsistent and drastically needs changes + improvements. Set lvl difficulties don't fix that, unless they come with SCL 9, 10 and changes to reward structure. That test just flooded the SCL 7, 8 with 5* players who kicked anyone else out of placement spots. Same thing that we had in PvP for long time.
5* players got super easy fights, but everyone else got slapped into the face. That fixes nothing and you don't have to be that smart to realize that.
It troubles me when I read "Let's make that permament, my opponents are super easy now and I can do full clear in 25 minutes." What about people who don't have 5* rosters? 3* players were pushed out of CL8, others keep facing similar or stronger opponents, but you only think about yourself. Disguisting.
SCL 8 should be for the top rosters, they spent the time and/or money to get the end game content (until they add 9/10). SCL 7 should be for 4* rosters and 4* transitioners who have enough support 3*s that they can punch above their weight. SCL 6 should be for early 4* transitioners and strong 3* teams, etc. Stratifying the SCLs a little better than they have will help everyone.
The two issues I see with the test are people who up until now were able to compete at the top SCL will feel a bit bummed that they can no longer get a shot at the very top rewards, and that some of the biggest rosters are dropping down to other SCLs for a super easy mode eating up rewards meant for rosters that are less developed. The latter seems to be far less widespread, in my bracket in SCL 7 there really are only two 5* rosters in the top ten.
I think if they implemented a floor as well as a ceiling people would be more likely to go to the most appropriate SCL for their roster. I really liked KGB's general concept:KGB said:With this new scaling system DG3 should consider turning all clearance levels into a form of Heroic.
SCL1: 1* characters only + the 2,3&4* essential
SCL2-3: 1&2* characters only + the 3&4* essential
SCL4-5: 1-3* characters only + the 4* essential
SCL6-7: 1-4* characters only
SCL8: any characters
--------------------------------------------------------------------------------------------------------------------------------------------
This way if someone with a top tier roster decides they want to drop down for an event for whatever reason they are still using the appropriate type of roster for the SCL they are playing in and aren't just stomping over everyone in their bracket by using their characters that others at the SCL don't have access to. Most people who are solidly in 5* land have high level 4*s so they wouldn't be at any competitive disadvantage going to SCL 7 and using their 4*s there. Most people with 4*s also have high level 3*s so if they chose to drop down to SCL 5 they would still retain an advantage but a much smaller one.
Not the 5* beat anyone else, 4* beat similar and weaker rosters, but instead facing similar opponents no matter at what level of transition you are.
If you can just dump a truck of money to cruise into 5* land and suddenly start grabbing top placements rewards with ease (already happening in PvP) then this is a massive waste of time and just an e-peen contest.
My GOD, why are you so bitter in all your posts?Did a whale steal your lunch money and buy a 40 pack with it?
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Alsmir said:
If you can just dump a truck of money to cruise into 5* land and suddenly start grabbing top placements rewards with ease (already happening in PvP) then this is a massive waste of time and just an e-peen contest.5 -
KGB said:With this new scaling system DG3 should consider turning all clearance levels into a form of Heroic.
SCL1: 1* characters only + the 2,3&4* essential
SCL2-3: 1&2* characters only + the 3&4* essential
SCL4-5: 1-3* characters only + the 4* essential
SCL6-7: 1-4* characters only
SCL8: any characters
Now if you want to drop down to SCL7 you can only use your 4* and below so those champed 5* won't be blowing through nodes that are capped at 270.
It also means if you don't have good boosted 4* characters or want to take a break from high level PvE on an event you can drop to SCL5 or so and just take your 2&3* character teams out again for nostalgia reasons.
KGB
I really like this idea quite a bit. If they opened up SCL9 and had something like two 4*'s in the progression to make it demonstrably better than SCL8 and implemented the "heroic" system similar to what you described, I feel like it would be a solid improvement across the board. I haven't been remotely close to placement in PVE since the format changed from the 8hr clock and people got way more grindy, but on first glance it doesn't seem like there'd be a huge downside even for competitive players...0 -
ZootSax said:I really like this idea quite a bit. If they opened up SCL9 and had something like two 4*'s in the progression to make it demonstrably better than SCL8 and implemented the "heroic" system similar to what you described, I feel like it would be a solid improvement across the board.
Thing to keep in mind is that the 5* players are also fairly well loaded in 4s, some boasting ones lvl 340+. They won't have a problem dropping to 7 and using those characters (heck, they might welcome the change of pace).
From players perspective, this is ultimately a "how do i get the most rewards for the least amount of time." Devs need to keep that in mind as they set their scaling/rewards, because 1000iso isn't gonna be enough incentive to get someone to play an extra (up to) 2 hours a day.
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WEBGAS said:
As someone in the 4* transition, no. I am already missing the test as I have to grind through the higher level enemies again. Did you try SCL8 on the test? You shouldn't have, it said right when you opened it what levels the enemies might get to.
Running through SCL7 was a wonderful change. I was able to get progression without wasting hour(s) on the game, it was refreshing and got me interested again.
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GrumpySmurf1002 said:ZootSax said:I really like this idea quite a bit. If they opened up SCL9 and had something like two 4*'s in the progression to make it demonstrably better than SCL8 and implemented the "heroic" system similar to what you described, I feel like it would be a solid improvement across the board.
Thing to keep in mind is that the 5* players are also fairly well loaded in 4s, some boasting ones lvl 340+. They won't have a problem dropping to 7 and using those characters (heck, they might welcome the change of pace).
From players perspective, this is ultimately a "how do i get the most rewards for the least amount of time." Devs need to keep that in mind as they set their scaling/rewards, because 1000iso isn't gonna be enough incentive to get someone to play an extra (up to) 2 hours a day.I think they should absolutely keep the ability to pick between several different SCLs so the players can choose what best fits their time commitment... keeping the choice of "how do i get the most rewards for the least amount of time." is extremely valuable.
I'd love to see the devs hit the drawing board w.r.t. what rewards should be given at what SCLs, approach it in an organized way, de-emphasize placement rewards or cut them out completely and bake those rewards into a better progression reward structure. I think the progression reward structure should take priority and the enemy levels should be re-tweaked to fit the best progression increments they can come up with...
Personally, I'd love to see placement rewards completely trivialized if not eliminated and progression rewards just build on each other as SCL increases... Have all the progression rewards of SCL X be achieved in SCL X+1 by 60-70% of whatever they deem max progression should be. That would make comparing one SCL's rewards with another SCL's extremely easy for anyone considering dropping down a level or two, they should be able to make a much more informed decision.
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I finished the event in 1st place in SCL8, with most of my clears taking less than 30 minutes. It was a huge improvement in time spent, but the difficulty was too easy. I never even used my 5* Panther with Thanos because every fight was basically over after a single Court Death.
My T10 was still filled with soft-cappers though and what I would really like to see is an increase in enemy level with a decrease in the number of clears required. Make it harder - but keep the 30 minute clear times.
Also, the number of screens you have to get through after a battle before you get to the next fight as just way too long - this is what slowed me down more than anything (I still believe largely due to my platform/device), but can't we get rid of some of this fluff???3
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