Fixing PvE scaling across multiple events

NorthernPolarity
NorthernPolarity Posts: 3,531 Chairperson of the Boards
A clear issue thats been going on in the past couple of PvE events is that some people would start off with their nodes at level 395, whereas other people would see the same nodes start at level 150 or so, despite both people having similar rosters. A really easy way to fix this would be to simply impose a ceiling on how high the nodes can start off at based off of your current roster strength. A person with a 2* roster should never see nodes start off at a level greater than 60, for instance. This would make it so that people aren't afraid to play each event efficiently since they know that they can't get completely screwed over from the next event being too hard, since the event can only start off as high as the cap in place.

For example, say Reckless or WYP destroyed the current PvE event and ended with all the nodes at level 395. Under the old system, the next PvE would start with nodes at level 300 for them. Under this new system, there would a cap saying that a person with a 3* roster will have their nodes start at a max level of 100, so reck/wyp would start the event at that level and can proceed to grind out the event without a care in the world. The event would scale such that it would be challenging towards the end for them as well, and they wouldn't have to worry about maintaining their PvE MMR as much. In terms of MMR, this would simply mean that theres a ceiling to how high a player's MMR can be at the start of each new event based off of current roster strength, and all MMRs greater than the ceiling are lowered to this ceiling.

"Roster strength" should be probably be viewed as the sum of the levels of the 3 highest leveled characters on your team (excluding 4*s): a person with 6 141s would have a roster strength of 3*141, for instance. A person with 6 141s isn't twice as strong as a person with 3 141s, and shouldn't be treated as such.