Would you be in favor of Hero level caps on different SCLs in PVE?
Comments
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zodiac339 said:I would suggest each SCL have its own cap rather than the same cap being applied to two SCLs. I had actually made a post in Suggestions about those caps. I think they were about 16% above the enemy caps? Interestingly, that put SCL6 at a hero cap of 255, right at the starting point for Epics. Boosts would not apply after the cap; heros could be boosted up to, but not exceed that cap. SCL8 would have no cap at first, but would have one of 385 once SCL9 was released.
I disagree that coding would be a nightmare for this. It seems to me that a code saying "scale hero down to [set level]" would be easier than "average [top 5 heroes], multiply enemy level node 4 by [average * factor], multiply enemy node 5 by [average * factor], multiply enemy node 6 by [average * factor], etc.
Naturally there are those who dislike the idea. They felt punished before for strengthening their rosters (and it tended to sound like they were due to poor balance in scaling), and feel like they would be punished for it again (they would not, this would maintain a balanced experience for those players playing within their intended SCL, while allowing full power to those playing at max level). They want to take less time playing, and playing with heroes only 30 instead of 130 levels above the enemy is slower (I have zero sympathy; you shouldn't expect to get through 36 mission clears in 20-30 minutes). They want to avoid their peers? (Again, zero sympathy if that's the plan.)
I like the idea and would like to see it at least tested.
The issue is only that CL9/10 aren't yet open.1 -
YesRod5 said:zodiac339 said:I would suggest each SCL have its own cap rather than the same cap being applied to two SCLs. I had actually made a post in Suggestions about those caps. I think they were about 16% above the enemy caps? Interestingly, that put SCL6 at a hero cap of 255, right at the starting point for Epics. Boosts would not apply after the cap; heros could be boosted up to, but not exceed that cap. SCL8 would have no cap at first, but would have one of 385 once SCL9 was released.
I disagree that coding would be a nightmare for this. It seems to me that a code saying "scale hero down to [set level]" would be easier than "average [top 5 heroes], multiply enemy level node 4 by [average * factor], multiply enemy node 5 by [average * factor], multiply enemy node 6 by [average * factor], etc.
Naturally there are those who dislike the idea. They felt punished before for strengthening their rosters (and it tended to sound like they were due to poor balance in scaling), and feel like they would be punished for it again (they would not, this would maintain a balanced experience for those players playing within their intended SCL, while allowing full power to those playing at max level). They want to take less time playing, and playing with heroes only 30 instead of 130 levels above the enemy is slower (I have zero sympathy; you shouldn't expect to get through 36 mission clears in 20-30 minutes). They want to avoid their peers? (Again, zero sympathy if that's the plan.)
I like the idea and would like to see it at least tested.
The issue is only that CL9/10 aren't yet open.
I don't believe in the devs enough to see SCL9/10 as a solution. Considering how they barely changed top 10 rewards and spared a few extra CP in progression, even moving 4*s into top 20 sounds more like wishful thinking than anything else. They could surprise everyone of course and move those 4s to top 50. They could move CP progression up by 15 from 8. That might do it. But I still believe players in the early 450s will see level 400 enemies and decide they'd rather just drop down, and all the way to 7, rather than get any sense of what they'd finally managed to escape with SCL difficulty.0 -
I suspect that the majority of players who like me have 5s but aren't monsters still value a significant upside of CP over some time-saving.
There's a reason we have rosters like this, and it's not because we shy away from grind1 -
YesRod5 said:I suspect that the majority of players who like me have 5s but aren't monsters still value a significant upside of CP over some time-saving.
There's a reason we have rosters like this, and it's not because we shy away from grind
Thing is, unfortunately, that there are also those who belong in SCL8 who will drop for competition as well. I'm guilty of looking at 5s dropping as a problem, but 4s are a problem too. Partly to escape 5s if they can, but even if 5s move up to SCL9, dropping down will become a bad habit to break.
...I wonder how they plan to handle SCL9 PVP?0 -
Nozodiac339 said:Borstock said:zodiac339 said:Borstock said:Nothing stopping me from hitting below my weight class, either.
And for the record, I've never done it. I always compete in the highest CL offered, which now has me competing against stronger rosters than my own regularly.
The issue, you understand, isn't "having an easier time". It's "hitting below your weight class". Many players are simply unable to play up to the highest tier, so they have nowhere else to go and belong in SCL 7 or 6 (or lower, development depending) they deserve a place to develop with fair chance to compete with their peers while developing. They can no longer hit upwards with the old scaling and still compete with veterans, if they were. They must stay in the lower zone until ready to advance. Every cover they can manage to get helps that, and so placing is important for them to get there. With no actual leash of any kind (I truly doubt reward differences will ever be significant enough to change things), competition with their peers is taken away. Stronger rosters encroach where they don't belong and, with little effort, eliminate the chance to place. I could do it. I know I could. Even in 8, Grockmora with Medusa cuts through missions like the Scythe of Death. If I went to 7, facing enemies with far less health, I would be part of the problem. With capping, not denying a roster, but bringing what tou have in line with intended difficulty within the tier, I would still be murdering missions probably, but it would at least give the players who actually belong there a fighting chance.
Is that really what's happening?1 -
It's simple - it's got to be worth it. The reason why so many, myself included, were happy about the PvE scaling changes is because we feel that the rewards we get are commensurate with effort.
if there are 20-30 CP+ available in CL9, people will just go. It's a no-brainer.
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NoNo. No. And may I add just one more thing? No.
The devs have given us the option of controlling our playtime (to a degree). I've been playing in SCL 8 because of the extra rewards AND because I've got plenty of playtime. But sometimes my schedule can't give that kind of playtime, so I need to be able to dial down to 7 or 6. That freedom is worth a lot to me.1 -
YesBorstock said:zodiac339 said:Borstock said:zodiac339 said:Borstock said:Nothing stopping me from hitting below my weight class, either.
And for the record, I've never done it. I always compete in the highest CL offered, which now has me competing against stronger rosters than my own regularly.
The issue, you understand, isn't "having an easier time". It's "hitting below your weight class". Many players are simply unable to play up to the highest tier, so they have nowhere else to go and belong in SCL 7 or 6 (or lower, development depending) they deserve a place to develop with fair chance to compete with their peers while developing. They can no longer hit upwards with the old scaling and still compete with veterans, if they were. They must stay in the lower zone until ready to advance. Every cover they can manage to get helps that, and so placing is important for them to get there. With no actual leash of any kind (I truly doubt reward differences will ever be significant enough to change things), competition with their peers is taken away. Stronger rosters encroach where they don't belong and, with little effort, eliminate the chance to place. I could do it. I know I could. Even in 8, Grockmora with Medusa cuts through missions like the Scythe of Death. If I went to 7, facing enemies with far less health, I would be part of the problem. With capping, not denying a roster, but bringing what tou have in line with intended difficulty within the tier, I would still be murdering missions probably, but it would at least give the players who actually belong there a fighting chance.
Is that really what's happening?
If you're in 8, and have a roster that belongs there, should stay there when 9 opens, you may not be pushed out of top 100, or even top 50, but how aggravating will it be to see top ten still dominated by tier 5 players hitting down for placement on a regular basis, with no kind of equalizing force to give you any reasonable chance?
I'm satisfied with top 100 release and the cover needed for full play on the following event. But I want a reasonable chance to truly compete at my tier once 9 is open.0 -
NoIt's been pointed out how imbalanced the first 5 tiers are; that part of the game goes quick! resources(except for HP&CP) are abundant. In a reasonable alliance the Elites keep you going. Getting 1x3* cover is not that big a deal vs 3x3*s, the HP rewards are staggered by like 50 per drop, so 200hp vs 100hp is also not that crucial. I don't believe that scl3-5 is that affected by poaching.
Just because I have access as a 3* player to SCL6 does not mean I am getting t10. to place in most of these lower tiers you still have to have a deep roster(or get lucky on req'ds), know your team combos, grind hard;at the right time, have surplus healthpacks and generally get lucky on drops. The players that desperately need those t10 scl5/6 covers are not , nor were they the ones getting them. It was always players with better rosters. If someone who's Patch is 60 levels above mine is gonna clear quicker than me and they prolly don't need those 2 extra SW covers, but I need em to champ her; thats not unfair, that's unreasonable expectations.
Devs have it set up so this game always keeps you just out of needed resources and then when you are caught up, "ohhh whats that I can just earn a 4* through progression instead of spending my 20cp on a gamble....hmm maybe i'll go for scl7 afterall, I don't need 2 extra covers of a 3* i've just got champed" is why I play in 7/8 as a solid t200 player, should I expect to crack t50 with my weak roster? my roster is probably suited for a t10 scl6, I could probably have a better roster if I kept to my peer level, but I am enticed upwards by better rewards
If I missed on release t100 so won't make progression anyway, and work is grinding me harder than venom bomb, and I have family stuff on saturday, let me salvage some exp and iso and play at an easier pace. It's not malicious, it's not robbing newbs and mr. burns-ing it while I gather ALL the rewards. i'm just trying to play the game and have fun as well as I can.
Free will, let players punch up, let lazy players slum it in scl3, Not everyone plays the same style as you or has the same goals as you. Really the only thing that's unfair about the game is the progression thresholds, bring those out of the sadism dungeon to 3 or 4 clears and players would play in higher brackets.
tl/dr: its a made up problem. cuz 'merica. no iso&no exp makes homer go crazy. grind so hard.4 -
Yeszulux21 said:no, it's nice to be able to freely level characters that I like and play what ever PVE level that I feel like facing for the rewards I want.
the solution should be one of the following 2 things instead. (or even both of them)
A. remove placement in general and make all the rewards purely progression.
B. Make SCL8's rewards quite a bit better to actually make the increase in difficulty and effort worth it.
as the rewards currently are you are asking if someone wants to walk across the street for $100 vs run 5 miles for $110. Sure for some people running 5 miles isn't much harder than walking across the street, but in general people would rather just walk across the street :P
it's always been a major problem for SCL8, that the increase in rewards are absolutely pathetic compared to SCL7.0 -
NoI voted no, primarily because I feel like it's not one of the better solutions to this issue. The game overall is struggling with big picture balance and I think this would only exacerbate it.
I agree with some of the other points being made in this thread about SCL scaling not being a true measure of roster strength, but I think that having SCL scaling at least allows people the option to determine the opponents they're fighting against - and being able to choose to fight against opponents that you can handle with the amount of time that you have and the roster you actually have.
One of the most important things I think that's missed here is that an undercovered level 200 4* - particularly a boosted one - far outstrips a fully covered level 200 3* with few exceptions. So limiting to "max level" still leaves that roster imbalance in play.
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What I would support:
• At SCL 7, lockout all 4*s except those on the boosted list. at SCL 6, lockout all of the 5*s as well. Players who have 5 star rosters and are beyond the initial 4* transition should have developed enough 3*s to still be able to clear the lower level enemies quickly enough, and retain an advantage over players whose 3* rosters are still in early to mid progress. It should also address the issue that some of them have mentioned here: the lack of incentive for using their lower level/star characters.
• Reconfiguring the time slices to run every 4 hours giving players much more flexibility in finding one that works for them instead of their prime time being dropped into the middle of a 7 hour gap, removing the necessity to get through the clears faster.
• Reconfiguring node refresh times/max clears to cycle 3 initial clears for full points, additional clears at 8 hour refreshes for full points, 6 total clears. 1 additional clear available as grind, no 2-3 pt grinding. Alternatively, 3 initial clears, 12 hours to refresh, 2 additional clears available for full points then, 6 total clears.
Because I think the biggest issue with "spending less time in the game" is (apart from a general QOL issue) is the need to spend such a dedicated chunk all at one time around the end/beginning clear cycle.0 -
Yesanimaniactoo said:
• At SCL 7, lockout all 4*s except those on the boosted list. at SCL 6, lockout all of the 5*s as well. Players who have 5 star rosters and are beyond the initial 4* transition should have developed enough 3*s to still be able to clear the lower level enemies quickly enough, and retain an advantage over players whose 3* rosters are still in early to mid progress. It should also address the issue that some of them have mentioned here: the lack of incentive for using their lower level/star characters.
.• Reconfiguring the time slices to run every 4 hours giving players much more flexibility in finding one that works for them instead of their prime time being dropped into the middle of a 7 hour gap, removing the necessity to get through the clears faster.
• Reconfiguring node refresh times/max clears to cycle 3 initial clears for full points, additional clears at 8 hour refreshes for full points, 6 total clears. 1 additional clear available as grind, no 2-3 pt grinding. Alternatively, 3 initial clears, 12 hours to refresh, 2 additional clears available for full points then, 6 total clears.0 -
No#1 - that's the price you pay for dropping down a bracket. Or not being able to develop "ahead of the game" as it were. Your choice now that you can pick the enemies you're fighting against.
#2 - this dilution argument is interesting to me since I've been following the bracket flip sheet: https://docs.google.com/spreadsheets/d/1g24uo61ITTveZrUGx4ZY5nMoJp-n1NCxq5r4WMhAJU0/edit#gid=0 - there seem to be plenty of brackets filling, but they do seem to be rather uneven. I suspect 1 & 5 would even out with an additional bracket somewhere between 3 & 4.
#3 - Escaped under previous roster scaling for PVE. If you can choose your enemies and are no longer spending so much time doing a clear (or batch of clears) I suspect the 8 hour clears are going to be less of an issue for the well-adjusted life. Particularly in combo with better flexibility for #2.0 -
Yesanimaniactoo said:#1 - that's the price you pay for dropping down a bracket. Or not being able to develop "ahead of the game" as it were. Your choice now that you can pick the enemies you're fighting against.
#2 - this dilution argument is interesting to me since I've been following the bracket flip sheet: https://docs.google.com/spreadsheets/d/1g24uo61ITTveZrUGx4ZY5nMoJp-n1NCxq5r4WMhAJU0/edit#gid=0 - there seem to be plenty of brackets filling, but they do seem to be rather uneven. I suspect 1 & 5 would even out with an additional bracket somewhere between 3 & 4.
#3 - Escaped under previous roster scaling for PVE. If you can choose your enemies and are no longer spending so much time doing a clear (or batch of clears) I suspect the 8 hour clears are going to be less of an issue for the well-adjusted life. Particularly in combo with better flexibility for #2.
#3 It has nothing to do with scaling making it slower to play. It's that people with a normal life can't go in to make clears on a strict 8-hour schedule regardless of how quickly they can clear it. I was talking about interruption of work and sleep. Speed of clears doesn't change that problem.0 -
zodiac339 said:animaniactoo said:#1 - that's the price you pay for dropping down a bracket. Or not being able to develop "ahead of the game" as it were. Your choice now that you can pick the enemies you're fighting against.
#2 - this dilution argument is interesting to me since I've been following the bracket flip sheet: https://docs.google.com/spreadsheets/d/1g24uo61ITTveZrUGx4ZY5nMoJp-n1NCxq5r4WMhAJU0/edit#gid=0 - there seem to be plenty of brackets filling, but they do seem to be rather uneven. I suspect 1 & 5 would even out with an additional bracket somewhere between 3 & 4.
#3 - Escaped under previous roster scaling for PVE. If you can choose your enemies and are no longer spending so much time doing a clear (or batch of clears) I suspect the 8 hour clears are going to be less of an issue for the well-adjusted life. Particularly in combo with better flexibility for #2.
#3 It has nothing to do with scaling making it slower to play. It's that people with a normal life can't go in to make clears on a strict 8-hour schedule regardless of how quickly they can clear it. I was talking about interruption of work and sleep. Speed of clears doesn't change that problem.
You can take a ten minute toilet break every 8 hours.
Doing 60 minutes for end grind plus initial grind is a bit harder.0 -
Nozodiac339 said:Borstock said:Nothing stopping me from hitting below my weight class, either.
Injustice? If someone moves down a tier they've excepted lesser rewards to play at that level. I find it funny that strategy is now considered an exploit. There is an inherit advantage to have a stronger roster in any game.0 -
Nozodiac339 said:Borstock said:zodiac339 said:Borstock said:Nothing stopping me from hitting below my weight class, either.
And for the record, I've never done it. I always compete in the highest CL offered, which now has me competing against stronger rosters than my own regularly.
The issue, you understand, isn't "having an easier time". It's "hitting below your weight class". Many players are simply unable to play up to the highest tier, so they have nowhere else to go and belong in SCL 7 or 6 (or lower, development depending) they deserve a place to develop with fair chance to compete with their peers while developing. They can no longer hit upwards with the old scaling and still compete with veterans, if they were. They must stay in the lower zone until ready to advance. Every cover they can manage to get helps that, and so placing is important for them to get there. With no actual leash of any kind (I truly doubt reward differences will ever be significant enough to change things), competition with their peers is taken away. Stronger rosters encroach where they don't belong and, with little effort, eliminate the chance to place. I could do it. I know I could. Even in 8, Grockmora with Medusa cuts through missions like the Scythe of Death. If I went to 7, facing enemies with far less health, I would be part of the problem. With capping, not denying a roster, but bringing what tou have in line with intended difficulty within the tier, I would still be murdering missions probably, but it would at least give the players who actually belong there a fighting chance.LOL. Why would rosters not belong somewhere? As your roster grows, more of the game is turned off for you?
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Nozodiac339 said:Borstock said:zodiac339 said:Borstock said:zodiac339 said:Borstock said:Nothing stopping me from hitting below my weight class, either.
And for the record, I've never done it. I always compete in the highest CL offered, which now has me competing against stronger rosters than my own regularly.
The issue, you understand, isn't "having an easier time". It's "hitting below your weight class". Many players are simply unable to play up to the highest tier, so they have nowhere else to go and belong in SCL 7 or 6 (or lower, development depending) they deserve a place to develop with fair chance to compete with their peers while developing. They can no longer hit upwards with the old scaling and still compete with veterans, if they were. They must stay in the lower zone until ready to advance. Every cover they can manage to get helps that, and so placing is important for them to get there. With no actual leash of any kind (I truly doubt reward differences will ever be significant enough to change things), competition with their peers is taken away. Stronger rosters encroach where they don't belong and, with little effort, eliminate the chance to place. I could do it. I know I could. Even in 8, Grockmora with Medusa cuts through missions like the Scythe of Death. If I went to 7, facing enemies with far less health, I would be part of the problem. With capping, not denying a roster, but bringing what tou have in line with intended difficulty within the tier, I would still be murdering missions probably, but it would at least give the players who actually belong there a fighting chance.
Is that really what's happening?
If you're in 8, and have a roster that belongs there, should stay there when 9 opens, you may not be pushed out of top 100, or even top 50, but how aggravating will it be to see top ten still dominated by tier 5 players hitting down for placement on a regular basis, with no kind of equalizing force to give you any reasonable chance?
I'm satisfied with top 100 release and the cover needed for full play on the following event. But I want a reasonable chance to truly compete at my tier once 9 is open.
The unfair advantage you speak of is they have a better roster. You're suggesting a 3 star player should be able to get 3 covers of a brand new four star while in scl6, while a 4/5 star roster should get zero if they are the 101st best player stuck in 8. That's simply absurd. All that does is encourage soft capping.0 -
YesQubort said:zodiac339 said:Borstock said:zodiac339 said:Borstock said:zodiac339 said:Borstock said:Nothing stopping me from hitting below my weight class, either.
And for the record, I've never done it. I always compete in the highest CL offered, which now has me competing against stronger rosters than my own regularly.
The issue, you understand, isn't "having an easier time". It's "hitting below your weight class". Many players are simply unable to play up to the highest tier, so they have nowhere else to go and belong in SCL 7 or 6 (or lower, development depending) they deserve a place to develop with fair chance to compete with their peers while developing. They can no longer hit upwards with the old scaling and still compete with veterans, if they were. They must stay in the lower zone until ready to advance. Every cover they can manage to get helps that, and so placing is important for them to get there. With no actual leash of any kind (I truly doubt reward differences will ever be significant enough to change things), competition with their peers is taken away. Stronger rosters encroach where they don't belong and, with little effort, eliminate the chance to place. I could do it. I know I could. Even in 8, Grockmora with Medusa cuts through missions like the Scythe of Death. If I went to 7, facing enemies with far less health, I would be part of the problem. With capping, not denying a roster, but bringing what tou have in line with intended difficulty within the tier, I would still be murdering missions probably, but it would at least give the players who actually belong there a fighting chance.
Is that really what's happening?
If you're in 8, and have a roster that belongs there, should stay there when 9 opens, you may not be pushed out of top 100, or even top 50, but how aggravating will it be to see top ten still dominated by tier 5 players hitting down for placement on a regular basis, with no kind of equalizing force to give you any reasonable chance?
I'm satisfied with top 100 release and the cover needed for full play on the following event. But I want a reasonable chance to truly compete at my tier once 9 is open.
The unfair advantage you speak of is they have a better roster. You're suggesting a 3 star player should be able to get 3 covers of a brand new four star while in scl6, while a 4/5 star roster should get zero if they are the 101st best player stuck in 8. That's simply absurd. All that does is encourage soft capping.0 -
NoWumpushunter said:zulux21 said:no, it's nice to be able to freely level characters that I like and play what ever PVE level that I feel like facing for the rewards I want.
the solution should be one of the following 2 things instead. (or even both of them)
A. remove placement in general and make all the rewards purely progression.
B. Make SCL8's rewards quite a bit better to actually make the increase in difficulty and effort worth it.
as the rewards currently are you are asking if someone wants to walk across the street for $100 vs run 5 miles for $110. Sure for some people running 5 miles isn't much harder than walking across the street, but in general people would rather just walk across the street :P
it's always been a major problem for SCL8, that the increase in rewards are absolutely pathetic compared to SCL7.
plus as a long term steam user it isn't like there wasn't years there of being constantly screwed over in terms of resources thanks to facebook connect and shield intercepts.
I mean at SCL8 you need to have a team of champed 4* to get anywhere so the rewards should be mostly 4* based with a lot more CP to pull more and maybe get some 5*.
SCL9 should be some 4* and a progression 5*
and SCL10 should be focused on 5* to keep building them up.0
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