Difficulty Levels Based on S.H.I.E.L.D. Clearance Levels - Update (8/4/17) *Updated
Comments
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Yeah, the big questions would be about Boss events and Gauntlet runs. While Boss level should remain determined by round, would side mission scaling be based on roster level, increasing from trivial to easy to normal as the event progresses, or would it jump up in flat increases, matching an SCL difficulty model? Flat enemy levels would end up excluding newer players from making even minor contributions, unless personal progress was turned into a selectable SCL choice. Naturally, low level rosters are already at a handicap against growing bosses, but it's the difference between making minor contributions from side missions and getting some sparse rewards versus spending 2 days with nothing to do but play Deadpool Dailies.
With Gauntlet, I could see the merit of flat enemy levels. I'd already suggested before that what Gauntlet should actually be is a season to season event running all the way to the new season starting with no boosted characters involved, but instead increasing enemy levels, going up into the 270 to possibly 300 range at the end. It would present a effective measuring stick against your roster growth. Naturally, it would be trivial at that point for any tier 5 or high 4 roster, so a 4th leg or a small number of unlockable missions beyond 300 could offer an LT or respectable chunk of CP to those able to complete it.1 -
zodiac339 said:Yeah, the big questions would be about Boss events and Gauntlet runs. While Boss level should remain determined by round, would side mission scaling be based on roster level, increasing from trivial to easy to normal as the event progresses, or would it jump up in flat increases, matching an SCL difficulty model? Flat enemy levels would end up excluding newer players from making even minor contributions, unless personal progress was turned into a selectable SCL choice. Naturally, low level rosters are already at a handicap against growing bosses, but it's the difference between making minor contributions from side missions and getting some sparse rewards versus spending 2 days with nothing to do but play Deadpool Dailies.0
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Phumade said:zodiac339 said:Yeah, the big questions would be about Boss events and Gauntlet runs. While Boss level should remain determined by round, would side mission scaling be based on roster level, increasing from trivial to easy to normal as the event progresses, or would it jump up in flat increases, matching an SCL difficulty model? Flat enemy levels would end up excluding newer players from making even minor contributions, unless personal progress was turned into a selectable SCL choice. Naturally, low level rosters are already at a handicap against growing bosses, but it's the difference between making minor contributions from side missions and getting some sparse rewards versus spending 2 days with nothing to do but play Deadpool Dailies.
I doubt 4* players were seeing level 440+ side nodes in the end.0 -
Bowgentle said:Phumade said:zodiac339 said:Yeah, the big questions would be about Boss events and Gauntlet runs. While Boss level should remain determined by round, would side mission scaling be based on roster level, increasing from trivial to easy to normal as the event progresses, or would it jump up in flat increases, matching an SCL difficulty model? Flat enemy levels would end up excluding newer players from making even minor contributions, unless personal progress was turned into a selectable SCL choice. Naturally, low level rosters are already at a handicap against growing bosses, but it's the difference between making minor contributions from side missions and getting some sparse rewards versus spending 2 days with nothing to do but play Deadpool Dailies.
I doubt 4* players were seeing level 440+ side nodes in the end.
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Phumade said:zodiac339 said:Yeah, the big questions would be about Boss events and Gauntlet runs. While Boss level should remain determined by round, would side mission scaling be based on roster level, increasing from trivial to easy to normal as the event progresses, or would it jump up in flat increases, matching an SCL difficulty model? Flat enemy levels would end up excluding newer players from making even minor contributions, unless personal progress was turned into a selectable SCL choice. Naturally, low level rosters are already at a handicap against growing bosses, but it's the difference between making minor contributions from side missions and getting some sparse rewards versus spending 2 days with nothing to do but play Deadpool Dailies.
EDIT: I see the confirmation made above while I was writing. I got too much to say some times.0 -
It will definitely go up to the 400s for my roster. By the end, side nodes end up slightly harder than what I typically see on a standard event.0
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Allow anyone to play any CL, release CL 9, lock characters out of certain CLs. This will keep each CL competitive with out need for adjustments later. Those that want no restrictions just want to slum on occasion.0
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Wumpushunter said:Allow anyone to play any CL, release CL 9, lock characters out of certain CLs. This will keep each CL competitive with out need for adjustments later. Those that want no restrictions just want to slum on occasion.
As an example of what I mean, if you have a level 450 Thanos, you would use Thanos at level 450 in SCL8, but if you were drop down to SCL6, you would still be able to use that fully-covered, Championed Thanos, but he would be scaled down to an SCL cap of about level 255. Legendaries, likely 300+, would also be capped at 255 (and probably more effective than the Epic). Added benefit, relatively speaking, your boosted legendaries and non-boosted legendaries would be equally effective as they would all be at the same level within the SCL, so you would have a full range of effective combos available rather than just relying on your boosted heroes exclusively.0 -
broll said:zodiac339 said:Milk Jugz said:zodiac339 said:Milk Jugz said:broll said:Beer40 said:Justice Jacks said:
But the one issue that should be addressed is that there should also be a limit as to how far you can select under your scaling. Maybe only be able to go down 1 CL from the max you qualify for? 2? Without that, then the low-level rosters really do get hurt event after event.
But as it stands now, the developers let you choose to try for better rewards than your rank/roster allows you to truly compete for. If some choose to punch up to the high CLs, so be it. But with that choice, comes consequence, like with any other choice.
I'm rank 90 and the scaling in 8 is right around what I was seeing with roster based scaling. It could be argued that CL8 is actually designed more for me in mind than someone who is above rank 100. That's a different topic altogether tho. I just wanted to get some accurate info in here before people start running with ideas, no offense.1 -
After playing 2 events with the new scaling, it's kind of getting boring. Any plans to bring out CL9 for at least a little bit of challange? All these new awesome 4* will never get to be used at this rate. I used to hate heroics, but with fixed scaling it would actually be fun. Give us back true heroics again. You can even include all the 2* so everyone can play.1
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Hello everyone. I think the forum don't have that many posts from new players.I'm currently on day 64 and I think I know my place. I know I should not be playing PVP...and I know that my best option is to grind PVE.I'm thankful that now I'm able to choose which SCL I'll play, because otherwise I would have to play SCL5, when my 2* roster can handle only SCL4.However, what annoys me is to see a much higher level player with much developed roster playing the same SCL that I.Does a guy with a 4* developed roster, with a bunch of 5* have to come and play in SCL4? To fight for 3* covers in the best places? That's really anoying...the only place I should be able to go well. Since I started playing for real I got placed top5 in the 5 PVEs I played, 2nd place whas the best I got. But there is awlays some really high level dude placed among the top when they should be playing other SCL.There should be a limit to wich SCL you could play depending on the level of your champions, allowing you to choose only between 3 SCLs...a mix between the new system and the older one. Or the event should trim down the levels of the heros in a way that it wouldn't be unffair.5
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GuiPerdigao said:Hello everyone. I think the forum don't have that many posts from new players.I'm currently on day 64 and I think I know my place. I know I should not be playing PVP...and I know that my best option is to grind PVE.I'm thankful that now I'm able to choose which SCL I'll play, because otherwise I would have to play SCL5, when my 2* roster can handle only SCL4.However, what annoys me is to see a much higher level player with much developed roster playing the same SCL that I.Does a guy with a 4* developed roster, with a bunch of 5* have to come and play in SCL4? To fight for 3* covers in the best places? That's really anoying...the only place I should be able to go well. Since I started playing for real I got placed top5 in the 5 PVEs I played, 2nd place whas the best I got. But there is awlays some really high level dude placed among the top when they should be playing other SCL.There should be a limit to wich SCL you could play depending on the level of your champions, allowing you to choose only between 3 SCLs...a mix between the new system and the older one. Or the event should trim down the levels of the heros in a way that it wouldn't be unffair.
Not to mention, your post is very vague. "4* developed roster, with a bunch of 5*" is widely open to interpretation.
Point being, I have 21 champed 4*. Two-thirds of them are at 270-271. That's pretty developed, in my opinion, but its not even close to a lot of people. Do you know what I don't have? A single max champ 3*. And the way things work is the more I farm my 2*, the better I'm able to level my 3*, the better I'm able to level/champ my 4*, which hopefully leads to enough CP/LL/CL pulls that I can eventually level/champ 5*.
So my level 204 Daken needs those 3 covers for top 10 finish every bit as much as you do. The alternative is 1 Yondu cover, which will put him at some variation of 1/0/0 based on color.
And there are LOTS of people just like me, including whoever it is you are talking about*
*Disclaimer: Its not me that is doing this or being talked about. I'm just explaining the reality of the game.
Long story short, lots of people need those covers and complaining about placement...well, there's a reason there are progression rewards.
Edit: hoping to clarify, if its not clear: You're complaining that event placement is hurting your progression. But everyone has game progression goals and outside of event progression or buying your progression, the only other way to progress your game is thru placement...which directly negatively affects someone else's game progression. Its just the way it works.0 -
@Beer40
I'm really curious: how can you have so many champed 4* and not a single 3*? Did you sell them at some point?
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SpringSoldier said:@Beer40
I'm really curious: how can you have so many champed 4* and not a single 3*? Did you sell them at some point?
He probably has a ton champed, but none maxed.
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Yea, its max champed that I don't have any of. 251 Deadpool is the highest. All are champed. 30 at 200+ and 14 between 176-199. I don't know what the Forum would officially call my roster/player rank but Low Level 4* player seems right to me. And that's the point I was making to the person who complained. A lot of us don't max everyone before moving to the next star tier. Things are very fluid, so its tough to tell anyone who could either want to quickly smash thru SCL4 for placement or just to have decent scaling for their 3* again to stay out.
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Beer40 said:I don't know what the Forum would officially call my roster/player rank but Low Level 4* player seems right to me.1
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So one side effect of this new scaling system is that the final hard node in Thick as Thieves was a lot easier than before. Previously, it was scaled to a higher level to compensate for the fact that you were just facing two enemies. Now the two enemies have the same levels as an equivalent node with three enemies.
It's going to be interesting to see what happens when they rerun the Hulk event next time, with the nodes against solo Hulk.
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jamesh said:So one side effect of this new scaling system is that the final hard node in Thick as Thieves was a lot easier than before. Previously, it was scaled to a higher level to compensate for the fact that you were just facing two enemies. Now the two enemies have the same levels as an equivalent node with three enemies.
It's going to be interesting to see what happens when they rerun the Hulk event next time, with the nodes against solo Hulk.
He'll be 330, just like Mags and Hood are 330.1 -
Bowgentle said:jamesh said:So one side effect of this new scaling system is that the final hard node in Thick as Thieves was a lot easier than before. Previously, it was scaled to a higher level to compensate for the fact that you were just facing two enemies. Now the two enemies have the same levels as an equivalent node with three enemies.
It's going to be interesting to see what happens when they rerun the Hulk event next time, with the nodes against solo Hulk.
He'll be 330, just like Mags and Hood are 330.0 -
Right, and that will be significantly easier than in the past, where he was supposed to be a challenge for 3 characters to take on.
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