IceIX wrote: Here's what happens right now with 230s in-game: Player 1 can fight 230s but will come out of it pretty damaged. They're the intended audience for "230s = HARD". They've hit the point where their Deadly/Impossible pins are at that level. Great, fine for just those pins. Player 2 can fight 230s and win fairly easily. They may be healing in battle, they may be stunlocking, they may be that good. They're still beating the 230 encounters without issue. Player 3 can't fight 230s but they can win against 180s decently well. The game sees that the Deadly pin for Player 1 is being beaten regularly by players that are capable of taking down 230s (Player 2). They're both at the high end of PVE rating, so there's no real difference in difficulty as far as the system can see. The game *does* know that users are still defeating those pins pretty easily though, so it raises the floor to try and help difficulty go up for everyone on nodes that were apparently too easy. Player 1 sees that a couple of his Hard pins went to Deadly 200s from 180 as a result of being near the top of scaling while his bretheren is knocking down 230s like nothing. Player 1's game just got harder even though it shouldn't have, but the system has little way of knowing that without adding in much more complexity to the scaling system. Player 3 sees their nodes go from 180 to 185 since their rating isn't as high, so they're affected fairly little but still hit. A theoretical player 4 fighting 90s may be fighting 91s, so no big deal there. By raising the bar to 400, we've left room for Player 2 to grow while essentially pushing Player 1 into the same position Player 3 now enjoys. It's also the reason you see newbies hanging out in the points ranking for so long. They get hit by scaling less because the people that are pushing the community scaling up aren't hitting them as hard (as they shouldn't). They still hit difficult fights relatively quickly though as their individual rating climbs, so that ends up being self balancing by the end of any given PVE Event. Edit: Adding this to the original post for new readers.
Cryptobrancus wrote: Sounds like they are giving the entire system more flexibility, and players a bit more control over it. If you grind through so many 230's you push yourself up to 400 the game is literally telling you to slow down...
IceIX wrote: Here's what happens right now with 230s in-game:
Lycra wrote: Cryptobrancus wrote: Sounds like they are giving the entire system more flexibility, and players a bit more control over it. If you grind through so many 230's you push yourself up to 400 the game is literally telling you to slow down... If someone can beat so many 230's with ease, the game is telling the devs to "sandbox that fella".
Conundrum Kid wrote: Even if they get the scaling right for this event, the next event is going to drive an even deeper gap between those with full covered Spideys and those without.
Clintman wrote: -Warning WOW reference inc.- When I took out Lich King on Heroic Mode I got incredible rewards, Joe Casual and his guild of casuals who took out the 10 man normal version did not get the same level of awesome rewards because he did not have to work as hard to get it. What you are doing now is making me fight at the cutting edge of character specialization, using team compositions that are not fun, but required for the same rewards that Joe Casual is getting.
hibikir wrote: The problem with increasing the levels is that there are two distinct kinds of fights in PVE, goon-only and real heroes. Against goons, you might as well make the level be 1K, because a level 230 only means one thing: Do you have a team that can avoid ever getting hit? If you do have that team, the levels are not relevant, because as the game drags on, your AP stashes get bigger. I can farm 230s like that with a team that sports a level 83, a level 40, and a level 35, all with the right covers. If I survive the first 6 turns, I can't get hit. If I don't, I retreat before the first hit, go heal, and try again. All more levels do is make me grind more slowly. Against, say, a Daken, the game is the same, but instead of needing this low team to succeed, One needs a Spiderman, and you do take a bit of damage before you put on the lock.
IceIX wrote: Clintman wrote: -Warning WOW reference inc.- When I took out Lich King on Heroic Mode I got incredible rewards, Joe Casual and his guild of casuals who took out the 10 man normal version did not get the same level of awesome rewards because he did not have to work as hard to get it. What you are doing now is making me fight at the cutting edge of character specialization, using team compositions that are not fun, but required for the same rewards that Joe Casual is getting. Err, you got 271s instead of 253s. Hardly amazing. But point taken in any case.