Your experience in the Unstable ISO-8 Event...
Honestly, I think it's unfair, because no matter how smart or perfectly I play, I can't compete with 5* rosters, which means that I can't get the 4* placement covers that I've gotten before. If I go up to SCL8, I'll have harder enemies and won't be able to clear as fast as before, thus missing the top5 placement that way too.
The end result is that this PVE test is favoring 5* rosters and hurting 4* rosters. Is this the way it's supposed to be? Did D3 want to give 5* rosters a better advantage? Is anybody else experiencing the same difficulties as me?
Comments
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I gotta think that falls squarely under "working as intended"
This is certainly a change that will make it more difficult/impossible for 4* rosters that were finishing in high placement to get as many rewards as they previously were.
I'm seeing less rewards than what I was previously able to do, I'm just not competitive in terms of placement, but I wouldn't go so far as to say its unfair... its a lowering in rewards available to us at the 4* level, that makes it bad for us, but I cant go so far as to call it unfair.
I softcapped my roster at 3*s prior to vaulting so I could hit a sweet spot in the pve scaling that let me spend less time clearing, it worked, it wasn't a huge advantage, but it worked... I am under no illusion that this was fair to rosters substantially more developed... I got to put in less effort and less time to squeeze better rosters out of the top 5 or top 10... I think its a bad mechanic, I don't think I should be getting an advantage in clearing PvE over a roster that has higher 5*s than me, handicapping makes things more competitive, it doesn't make them fair.
Regardless of the fair or unfair stance, I think the right fix is to extend progression rewards further (and NOT push back the existing rewards, just tack more on the end) and drop placement rewards entirely from pve. Championed 5*s have an easier time getting higher points because of the mechanics of the refresh rewarding fast clears, better rosters don't have to spend as much time to get equal results...
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This was completely predictable. It's not "fair", but my hope is that it is either a step towards placement rewards being removed and added into progression, or higher clearance being created with significantly better rewards that will entice better rosters to battle for those.
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It's a correction of something that was clearly unfair previously.
How could it be fair that totally different level teams are fighting totally different enemies for the same prize? My enemies used to top out at lvl 440+, yet 4* rosters that I'm competing with were getting substantially lower lvl enemies to fight...
It was effectively a punishment for having a strong roster. Made no sense.3 -
I understand that PVE has not been "fair" to 5* rosters, so this could be considered a "fix" to that, but the real problem is that 5* rosters can enter lower SCL's, giving them an "unfair" advantage. So, I'm fine with everyone playing the same level of enemies, but they need to prevent players from going down to lower SCLs. With that being said, they should also adjust the shield level for each clearance level, because there are 3* rosters at shield level 52+, which qualifies for SCL8. The clearance level for SCL8 should probably be closer to 90+ and SCL7 could be around 65+.
I'm planning to enter 5* land in a few months, but if 5* rosters can continue to snipe SCL7, then it's going to slow down my progression (and others) to 5* land.
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I completely agree with OP. This hurts more players then it helps.0
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Your know what would solve this, a maximum shield rank in each clearance level as well as a minimum. I. E., CL7 could be ranks 32-46, thus locking out big rosters.
That being said, does anyone else think those numbers are too low as it stands? How do they figure that? I'm a rank 95 and that's still gonna raise my scaling 15-20 levels at hardest on CL8.
Who is a rank 50 that can compete with 400 enemies?
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Milk Jugz said:Your know what would solve this, a maximum shield rank in each clearance level as well as a minimum. I. E., CL7 could be ranks 32-46, thus locking out big rosters.
That being said, does anyone else think those numbers are too low as it stands? How do they figure that? I'm a rank 95 and that's still gonna raise my scaling 15-20 levels at hardest on CL8.
Who is a rank 50 that can compete with 400 enemies?
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TPF Alexis said:Milk Jugz said:Your know what would solve this, a maximum shield rank in each clearance level as well as a minimum. I. E., CL7 could be ranks 32-46, thus locking out big rosters.
That being said, does anyone else think those numbers are too low as it stands? How do they figure that? I'm a rank 95 and that's still gonna raise my scaling 15-20 levels at hardest on CL8.
Who is a rank 50 that can compete with 400 enemies?0 -
The real problem is the rewards don't scale with difficulty. Why would someone improve their roster (in the old system) or improve their rank (in this new system under testing) just to have to fight more difficult enemies for slightly better rewards if not the exact same rewards. Forcing players into a SCL based on their rank is, in my opinion, not a right thing to do. It will only reintroduce soft capping.
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With the system they are using in this event there is no longer any reason to restrict access to a clearance level based on rank. The fixed enemy levels ensures that weaker rosters won't be entering into higher clearance levels
because they wouldn't be able to beat any nodes at all.
I have the same problem as the OP. I'm no longer remotely competitive in SCL7 which I need to play to get the 4* progression character. My scaling has jumped a fair bit too so even making 5 clears is iffy so max progression isn't even guaranteed in some events (simulator for example I'd have no chance of beating 5 times).
If they are trying to be fair to all rosters in terms of work/effort and fixed enemy levels is the way they are going they should also make clearance levels into heroics. So for example in SCL6-7 you could only use 4* characters and under. Thus 5* champs can't be used at all and you have to go to SCL8 to use all characters. In a similar manner SCL4-5 could be restricted to 3* and under + the 4* essential. SCL2-3 could be restricted to 2* and under plus the 3&4* essential.
Then everyone is competing with the same characters and sandbagging into lower SCL for faster clears with your 5* won't be possible.
KGB
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After one-and-a-half subs, my experience in CL 7 has been about the same as it was before, except that the sub was a bit easier. I played almost the way I normally do when the top placement reward is a non-vaulted 4*: 4 clears at start of sub (10 PM), one more at lunch the next day, one when I get home from work (6 PM), and, if needed for top-50, a few 7th clears at 8:30-9:30. The only difference this time was that I did clears 5 and 6 for the easy nodes a 9PM (since they no longer increase in difficulty). That method has always been enough to get me top 50 in CL 7 and usually enough to do so in CL8. For the first sub in Unstable ISO-8, this got me top fifty as usual (though this sub is not an ideal one to gauge such things, given the Bullseye-Muscle-Muscle node, which I think is one of the toughest PvE nodes). Some were speculating that placement in CL 7 would be harder now, but that wasn't the case for me. If there is a decent vaulted 4* in the placement awards, I usually go for top ten. I don't know if that will be harder now in CL 7 but my guess is that it won't.
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Milk Jugz said:Your know what would solve this, a maximum shield rank in each clearance level as well as a minimum. I. E., CL7 could be ranks 32-46, thus locking out big rosters.
If anything, I'd get rid of the SHIELD rank requirements entirely. Once a player knows enough about how the game works why not let them try something harder, maybe with a warning message? If they pick something too difficult, they can come back in a few days and pick a lower clearance level.
To solve the problem of veteran players stomping over new players in low clearance levels, they just need to structure the incentives so that doesn't happen. Some changes they could make include:- if you're going to give out almost the same rewards in CL7 and CL8, perhaps make it so you get those rewards after fewer battles at CL8.
- make the nodes worth more points in higher clearance levels. This would make no difference to individual progression or placement, but would affect the chances of getting good alliance placement rewards.
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I did SCL7 as always and expect to finish t20 where normally I'd be fighting for t10. I'd say I was finishing in the 6-10 place in about 2/3 of events and assuming now it's 1/20 (just picking a number, probably close enough) that's a loss of about 4 or 5 4* covers per month. That's not devastating short term, but will add up in the long run.
I'm most concerned for new character releases - I'll have trouble getting top placements there which will set me back in the next PVE AND the PVP release, which snowballs fast enough.0 -
jamesh said:Milk Jugz said:Your know what would solve this, a maximum shield rank in each clearance level as well as a minimum. I. E., CL7 could be ranks 32-46, thus locking out big rosters.
If anything, I'd get rid of the SHIELD rank requirements entirely. Once a player knows enough about how the game works why not let them try something harder, maybe with a warning message? If they pick something too difficult, they can come back in a few days and pick a lower clearance level.
To solve the problem of veteran players stomping over new players in low clearance levels, they just need to structure the incentives so that doesn't happen. Some changes they could make include:- if you're going to give out almost the same rewards in CL7 and CL8, perhaps make it so you get those rewards after fewer battles at CL8.
- make the nodes worth more points in higher clearance levels. This would make no difference to individual progression or placement, but would affect the chances of getting good alliance placement rewards.
Or am I understanding it wrong? Can a rank 35 choose CL8 even though it says 47+?0 -
Milk Jugz said:jamesh said:Milk Jugz said:Your know what would solve this, a maximum shield rank in each clearance level as well as a minimum. I. E., CL7 could be ranks 32-46, thus locking out big rosters.
If anything, I'd get rid of the SHIELD rank requirements entirely. Once a player knows enough about how the game works why not let them try something harder, maybe with a warning message? If they pick something too difficult, they can come back in a few days and pick a lower clearance level.
To solve the problem of veteran players stomping over new players in low clearance levels, they just need to structure the incentives so that doesn't happen. Some changes they could make include:- if you're going to give out almost the same rewards in CL7 and CL8, perhaps make it so you get those rewards after fewer battles at CL8.
- make the nodes worth more points in higher clearance levels. This would make no difference to individual progression or placement, but would affect the chances of getting good alliance placement rewards.
Or am I understanding it wrong? Can a rank 35 choose CL8 even though it says 47+?1 -
Spidurman27 said:Milk Jugz said:jamesh said:Milk Jugz said:Your know what would solve this, a maximum shield rank in each clearance level as well as a minimum. I. E., CL7 could be ranks 32-46, thus locking out big rosters.
If anything, I'd get rid of the SHIELD rank requirements entirely. Once a player knows enough about how the game works why not let them try something harder, maybe with a warning message? If they pick something too difficult, they can come back in a few days and pick a lower clearance level.
To solve the problem of veteran players stomping over new players in low clearance levels, they just need to structure the incentives so that doesn't happen. Some changes they could make include:- if you're going to give out almost the same rewards in CL7 and CL8, perhaps make it so you get those rewards after fewer battles at CL8.
- make the nodes worth more points in higher clearance levels. This would make no difference to individual progression or placement, but would affect the chances of getting good alliance placement rewards.
Or am I understanding it wrong? Can a rank 35 choose CL8 even though it says 47+?
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Update to my rank in the event: After finishing the first sub, I was ranked #10, which is a great improvement from #27. Apparently, the order in which I clear is better than most, which is the only advantage I have. After starting the second sub (Mediterranean) and clearing fast, I was ranked #25 in the sub and #12 overall. I assume I will catch up at the end of the sub like before. We'll see.
My Coulson is at 2/4/5, so getting top 5 rewards (yellow & purple covers) would allow me to champ him.
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sh81 said:Milk Jugz said:Your know what would solve this, a maximum shield rank in each clearance level as well as a minimum. I. E., CL7 could be ranks 32-46, thus locking out big rosters.
That being said, does anyone else think those numbers are too low as it stands? How do they figure that? I'm a rank 95 and that's still gonna raise my scaling 15-20 levels at hardest on CL8.
Who is a rank 50 that can compete with 400 enemies?
Im in the 4* transition, 8 champs (and not much useable after that) and no useable 5*s.
Thanks to a lot of grinding and a 2* farm I go up a shield rank every 10 days (approx) and am at shield rank 82 (soon to be 83).
All it really represents is time and effort, not strength or ability.
If you want to partition players based upon rank there effectively needs to be a scoring mechanism for rosters.
5* at X level = Y points
5* at Z level = A points .... kind of thing.
If there was a "score" relevant to a characters rarity and level, then you could reliably rank a players roster and where it would be appropriate for it to play.
Shield rank most certainly isnt that in my opinion.
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There's another problem with this event:
My easy nodes have all enemies at level 23, but my hard nodes have enemies at levels 216, 229, 251. There's no middle ground! Why can't they just make a gradual ramp up in their levels? It would be so easy to do. My required nodes are at levels 198, 229, 227, again, no middle ground. This really doesn't make any sense.
What is SCL8 like for 4* rosters? Easy nodes at level 45 and hard/required nodes at 350?
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bbigler said:There's another problem with this event:
My easy nodes have all enemies at level 23, but my hard nodes have enemies at levels 216, 229, 251. There's no middle ground! Why can't they just make a gradual ramp up in their levels? It would be so easy to do. My required nodes are at levels 198, 229, 227, again, no middle ground. This really doesn't make any sense.
What is SCL8 like for 4* rosters? Easy nodes at level 45 and hard/required nodes at 350?
EDIT: Those numbers are slightly higher than sub 1 after timers were started.
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