KGB said: Infinite Wave scaling absolutely can not be tied to SCL.For example in SCL 7 if the waves started at a flat 220 and increased by 20 per level then by level 3 you face 260 enemies. For players in 4* land with 270ish level characters 3 waves of those enemies (assuming plenty of tile movers mixed in) is a fair challenge. But someone slumming down with champed 5* rosters in the 450+ range might not have even had to look up from the TV program they were watching.
broll said:- Devs can still gate the best rewards (those that would be placement now) behind really strong difficulty walls to ensure too many rewards aren't given out.
Dormammu said: broll said:- Devs can still gate the best rewards (those that would be placement now) behind really strong difficulty walls to ensure too many rewards aren't given out. What if the wave node wasn't infinite, but finite, and you got points for however far you went - whether that was one wave or all the waves.
Dormammu said:Then there was a 'store' for those points with different prizes that cost different amounts of points. You could either spend your points or save them. Maybe 1 day's worth of max points (for example) would buy you a Heroic Token, 5 health packs, and 5k ISO. But if you saved up your points for more days you could buy more expensive things, like maybe a rotating 4-star cover, or a Legendary Token, or a couple of Support Tokens.This would allow players some flexibility and save points for a rainy day. Like... if a 5-star release vault shows up and a player decided they like it; they could go over to the PvE STORE and buy some CP. Or they are pushing for 2000 points in SHIELD Sim on the last day and they just ran out of health packs. Or they just need 10,000 more ISO to finish champing that 4-star...
KGB said: What's wrong is you are tying max progression to this infinitely harder wave node. So you *have* to do it to complete progression. Unless it's going to start so trivially low and ramp up very slowly so max progression can be hit in 2-3 waves it's going to make is really hard for rosters legitimately in a particular CL to reach progression.For example CL7 tops out at 220ish since 3* rosters are meant to play here regularly to get 4* cover from progression. So max progression has to be easy for them to achieve. At the same time I presume you want to offer some extra rewards (a 2nd or 3rd 4* cover) if you go say 6 or 7 waves deep when it would ramp up to 300ish level. But that would mean those same 3* rosters can't access those rewards because they have almost no hope of beating those nodes. In the current format those 3* rosters at least have a chance at extra 4* if they do optimal clears and finish T10 (I was able to do this when I was first entering 4* land).If you go with scaling based on team chosen then everyone has fair access to those extra rewards.KGB
bbigler said: KGB said: What's wrong is you are tying max progression to this infinitely harder wave node. So you *have* to do it to complete progression. Unless it's going to start so trivially low and ramp up very slowly so max progression can be hit in 2-3 waves it's going to make is really hard for rosters legitimately in a particular CL to reach progression.For example CL7 tops out at 220ish since 3* rosters are meant to play here regularly to get 4* cover from progression. So max progression has to be easy for them to achieve. At the same time I presume you want to offer some extra rewards (a 2nd or 3rd 4* cover) if you go say 6 or 7 waves deep when it would ramp up to 300ish level. But that would mean those same 3* rosters can't access those rewards because they have almost no hope of beating those nodes. In the current format those 3* rosters at least have a chance at extra 4* if they do optimal clears and finish T10 (I was able to do this when I was first entering 4* land).If you go with scaling based on team chosen then everyone has fair access to those extra rewards.KGB Ummm....I have a 3* roster and I can beat level 330 enemies.
KGB said: bbigler said: KGB said: What's wrong is you are tying max progression to this infinitely harder wave node. So you *have* to do it to complete progression. Unless it's going to start so trivially low and ramp up very slowly so max progression can be hit in 2-3 waves it's going to make is really hard for rosters legitimately in a particular CL to reach progression.For example CL7 tops out at 220ish since 3* rosters are meant to play here regularly to get 4* cover from progression. So max progression has to be easy for them to achieve. At the same time I presume you want to offer some extra rewards (a 2nd or 3rd 4* cover) if you go say 6 or 7 waves deep when it would ramp up to 300ish level. But that would mean those same 3* rosters can't access those rewards because they have almost no hope of beating those nodes. In the current format those 3* rosters at least have a chance at extra 4* if they do optimal clears and finish T10 (I was able to do this when I was first entering 4* land).If you go with scaling based on team chosen then everyone has fair access to those extra rewards.KGB Ummm....I have a 3* roster and I can beat level 330 enemies. Impressive (unless your using winfinte in which case yeah, it's winfinite. LOL)!But are you talking goons or tile movers and single node or wave? For example how do you fare in the 'The Rider Awakens' wave node (3 waves of 3 tile movers) in Heart of Darkness PvE and what level are they. I find that to be the single hardest PvE node in CL 7 due to every character in every wave being a tile mover and they scale no where near 330 in CL7. KGB
OJSP said: bbigler said: I can't form a winfinite team until my 4*s are up and running. Sure you can. It just depends which ones. All 2* winfinite is Thor, Magneto , Storm. All 3* winfinite is Hulk, Mohawk, KK.
bbigler said: I can't form a winfinite team until my 4*s are up and running.
Drlex said: That was kind why I asked what winfinite really means, because I use Thormneto all the time, and while they are great together, I never had what I would call winfinite combo.