Toxicadam wrote: Katai wrote: Toxicadam wrote: I think community scaling works because it punishes people like me who purposely wait until near the end of the sub-event and try to snipe a top 5 place by reaping in rubberband points. Except points are worth **** at the beginning. You can beat all the people and get less than 2000 points, but someone at the end can beat the high level dudes and get 3000 in one battle. That was my point. If you play at the beginning, you get low points for your effort. If you play at the end (like I do) you are getting way more points. But with community scaling, I am facing much harder battles.
Katai wrote: Toxicadam wrote: I think community scaling works because it punishes people like me who purposely wait until near the end of the sub-event and try to snipe a top 5 place by reaping in rubberband points. Except points are worth **** at the beginning. You can beat all the people and get less than 2000 points, but someone at the end can beat the high level dudes and get 3000 in one battle.
Toxicadam wrote: I think community scaling works because it punishes people like me who purposely wait until near the end of the sub-event and try to snipe a top 5 place by reaping in rubberband points.
Eddiemon wrote: Moghwyn wrote: I'd rather like to see a different approach, remove the caps entirely. Currently low level and top level players are at a huge advantage, low level players don't get opponents anywhere near the cap, top level players don't face that much of a challenge going against level 230 mobs. It's the mid level players that encounter hell unleashed, most just don't have access to a roster that allows them to compete against those level 230 mobs they are set up against, and two hours combined downtime for each failed attempt doesn't really help. Now, if the caps were removed those top level players would be facing mobs level 1000 and higher. This may sound tough, but given the stated intent behind scaling, top level players should by all rights be facing a tougher challenge than mid level players. And once every top level players gets outright annihilated with zero chance to beat any PvE level at all D3P can finally work on introducing proper scaling that is fair across the board. Sorry if this sounds slightly frustrated, but I'm seeing level 230 groups in easy mode on every node, maybe one or two exceptions. My highest level hero is around level 100, no damage wonder like GSBW or CMag available. Thanks for dynamically adjusting my difficulty level to the same level as those 141/141/141 teams. My playing skills must be considered godlike. I don't know how many players you think are 141/141/141, but there aren't many. Plus as has been pointed out multiple times, it is the boosted 2 stars who are key to this event. People who are trying to brute force it with high level characters just die a lot. A mid range player could easily have a 50 Daken, C Storm and OBW. That's enough to beat most 230 events and will do it far easier than a set of 141s would.
Moghwyn wrote: I'd rather like to see a different approach, remove the caps entirely. Currently low level and top level players are at a huge advantage, low level players don't get opponents anywhere near the cap, top level players don't face that much of a challenge going against level 230 mobs. It's the mid level players that encounter hell unleashed, most just don't have access to a roster that allows them to compete against those level 230 mobs they are set up against, and two hours combined downtime for each failed attempt doesn't really help. Now, if the caps were removed those top level players would be facing mobs level 1000 and higher. This may sound tough, but given the stated intent behind scaling, top level players should by all rights be facing a tougher challenge than mid level players. And once every top level players gets outright annihilated with zero chance to beat any PvE level at all D3P can finally work on introducing proper scaling that is fair across the board. Sorry if this sounds slightly frustrated, but I'm seeing level 230 groups in easy mode on every node, maybe one or two exceptions. My highest level hero is around level 100, no damage wonder like GSBW or CMag available. Thanks for dynamically adjusting my difficulty level to the same level as those 141/141/141 teams. My playing skills must be considered godlike.
Marquoz wrote: ApolloAndy wrote: But why accomplish that through community scaling? Why not just have individual scaling per node or even just have each node be harder than the last? What is the advantage/motivation behind having my nodes increase in difficulty because someone else beat them? +1 to that, Andy.
ApolloAndy wrote: But why accomplish that through community scaling? Why not just have individual scaling per node or even just have each node be harder than the last? What is the advantage/motivation behind having my nodes increase in difficulty because someone else beat them?
joeboosauce wrote: Marquoz wrote: ApolloAndy wrote: But why accomplish that through community scaling? Why not just have individual scaling per node or even just have each node be harder than the last? What is the advantage/motivation behind having my nodes increase in difficulty because someone else beat them? +1 to that, Andy. Yes, my question too.
joeboosauce wrote: That team can really beat a 230 team? That's 28,000 hit points vs my 12k. I don't even try those. I have a 45 Daken, 60 CStorm, and 85 Thor. I wish I had a leveled up OBW. I've seen teams with her and anyone else just dominate. I could see having a chance with her. Or do you see a possibility besides crazy luck?
Also, what is this "go fight mobs to heal up"? Yeah, if I have a self healer like Daken but you guys prob mean if you have Spiderman or OBW, right? I got only one Spidey card...
Eddiemon wrote: joeboosauce wrote: That team can really beat a 230 team? That's 28,000 hit points vs my 12k. I don't even try those. I have a 45 Daken, 60 CStorm, and 85 Thor. I wish I had a leveled up OBW. I've seen teams with her and anyone else just dominate. I could see having a chance with her. Or do you see a possibility besides crazy luck? Yes. With OBW espionage stealing colours from the enemy and also her purple ability you can keep your opponent low on AP. blue can spot heal the team. Daken matches green to generate strike tiles and he regenerates. So he's tanking and adding damage. C Storm can retaliate if Daken gets hit too hard. She uses the green Daken matches to shuffle the board and generate AP when required. Can do AoE plus blue stun if you don't need the AP for healing. Between storms green and widows purple you should have plenty of AP and the abilities feed into each other. Also, what is this "go fight mobs to heal up"? Yeah, if I have a self healer like Daken but you guys prob mean if you have Spiderman or OBW, right? I got only one Spidey card... There are a couple of missions in the prologue venom section where you get loaned a 1 blue 1 yellow spidey. Used to be better I think but they nerfed it