babinro wrote: I definitely have some concerns here. This sounds MUCH worse for anyone playing competitively (read top 10). If I'm understanding it right it means they'll need to sprint through clears at the start of each sub to get the most out of that 24 timer. Then they'll have to grind as normal at the end. Effectively increasing the number of clears and the time spent playing PvE. That being said...those of use who play a more relaxed PvE in the top 50 to Top 100+ range may have things way better. No need to optimize clear times sounds great! I'm excited to check it out though.
antreas1911 wrote: fmftint wrote: This sounds terrible, new optimal will be, hit all 7x, walk away, grind the last 2 hours This. Imagine it. Grind in the end each node 5 times till 20 (the new 1) and for zero iso. 5*9=45 battles. And right away, the new sub starts, another 7*9=63 battles. 108 in a row for the optimal grind. And this in an event with wave nodes.
fmftint wrote: This sounds terrible, new optimal will be, hit all 7x, walk away, grind the last 2 hours
udonomefoo wrote: My bet is that the difficulty will scale through those first six clears in a way that makes it nearly impossible to hit each node 12 times in a day without spending ludicrous amounts of HP on health packs, making pve more about surviving long enough to play as many clears as possible with a "grind all nodes to dust" strategy being nearly impossible. We shall see.
"David wrote: Moore"] * Mission Difficulty Change (commonly referred to as scaling) o Mission difficulty - We have changed the way the game determines which level enemies you should go against to be more accurate. Instead of basing difficulty solely on heroes’ levels, it takes your heroes’ power levels into account as well.
- Previously, missions increased in difficulty based on your performance within the event. Mission difficulty is now set at the start of the event and does not change for the duration of the event.
In the old system, some players saw a big jump in difficulty between the easier missions in a chapter and the harder ones. That's been smoothed out.
Players at higher levels will begin to see enemies higher than 395.
As your roster gets stronger, you'll see enemies that are relatively easier. (Their levels will still increase, but more slowly than yours do.)
The amount of Power levels an opponent has is based on their level · Opponents at base level or under will only have a single power level for each of their powers. This scales up to the max level which is 13 power levels. · Opponents shouldn’t have more than 13 Power levels at any point
Missions increase in difficulty after beating them - After completing a mission, a screen is shown showing how many levels the enemy has gained.
o The amount of points a mission is worth - The amount of points you earn while playing a mission no longer changes based on other players’ scores. (This was commonly referred to as rubber banding.) - The first six times you beat a Mission will be worth the same amount of points. - After the seventh time you beat a mission, it will be worth less points. Each time you beat the mission after the seventh completion will increase the time it takes to receive full points by 24 hours · The amount of times it takes for a mission to reach the minimum amount of points it is worth is five times (down from six times) The minimum amount of points a mission is worth is now 20 (increased from 1). -
"David wrote: Moore"] The main things we are trying to accomplish with this change are improving how mission difficulty is calculated and making missions more about completing challenging-but-fun missions rather than playing missions quickly, at set times during the day.
Our goal with this change is to make Story events more about beating challenging missions rather than having to beat missions quickly at set intervals during the day."
"David wrote: Moore"]Just for playing in the event, you will get three extra Enemy of the State tokens. If you place in the top 50 of your leaderboard you will also receive 10 Command Points. These will be gifted to everyone that participated the day after the event ends.
Stax the Foyer wrote: This would be unequivocally great news if the better rewards were in the progression rewards, so that it was more about getting as far as you could for the best rewards. The interplay with ranking awards is, as always, the potential turd in the punchbowl. Even a small shift in reward importance from ranking to progression on the PvE side would be a great chance, I think.
"David wrote: Moore"]Playing When You Want to Play .... In the test event, missions will be worth the same amount of points the first six times you play it. Missions get harder each of these times. Once a mission is beaten six times, the difficulty stops increasing. ...
"David wrote: Moore"]- The first six times you beat a Mission will be worth the same amount of points. - After the seventh time you beat a mission, it will be worth less points. · Each time you beat the mission after the seventh completion will increase the time it takes to receive full points by 24 hours · The amount of times it takes for a mission to reach the minimum amount of points it is worth is five times (down from six times) - The minimum amount of points a mission is worth is now 20 (increased from 1). - Typically, Join Forces missions decrease in points immediately after playing it once.”
fmftint wrote: what about ties? anyone that plays 4x, 5x, 6x will have the exact same score regardless of when they played