Typhon13 wrote: Okay, now tell me. Why should it be that high in the first place for anyone but the few who can beat it? The fact that it was dropping is great, but it shouldn't be like that in the first place for most people.
Typhon13 wrote: Eclypse, your post is mad long so I'm not gonna quote it. First off, the fact that they have time to think it out is even worse, since they obviously don't care that we hate the current scaling because they did it anyway. For the comments on beginners, which I figure is anyone who runs all one stars, yes, they should expect to get low rewards right off the bat because they haven't gotten good enough teams to earn good stuff. That being said, it isn't that hard to get maxed covers for two stars, so it won't take them long to move up the ranks. And the devs shouldn't cater to the new guys at the great expense if everyone else. I understand attracting more customers, but giving them unfair advantages is insane. For your other comments, I realize things don't happen instantly, but they need to happen faster. For example, it been nearly a month since thorverine was nerfed, but we haven't gotten a respec, and they should've expected we'd want one. They get spat on when they mess up? They mess up consistently, we have the right to complain at this point. For your comments on scaling, we don't necesarily want it made easier, we want it to be made fair. I thought of scaling based on team strength, but with a max level the enemy can hit based on your team (or when you lose it decreases the difficulty slightly, maybe not as much as it would increase when you win), and the points are based on the difficulty of the enemy. And the community's wins have no effect on each individual player.
Eddiemon wrote: gamar wrote: That's not a summary of community scaling at all. Try "Even IF they nerfed Spider-Man, high level players will always have some kind of chain combo/stun/protect tile strategy that will make them nigh-invulnerable as long as they can live long enough to reach AP threshold to pull it off, meanwhile people who don't have a prayer against lvl 230 teams aren't going to attempt the missions so most people playing them will beat them. So, levels will rapidly scale during the first few hours of the event and then stay scaled forever. Unless you have a high level team you'd better able to play during that narrow window of the first few hours of each subevent or you're locked out of most of the event." Which is asinine. And yet the Devil Dinosaur mission was dropping in level despite all the magical super powers that high level players supposedly have to win a statistically significant number of matches. Easy mode levels were scaling higher than hard mode towards the end because more people were beating them. Not because of rosters or some guy having more 141s but because of sheer weight of numbers and community scaling. But you're still stuck in the fantasy that high level rosters is why you couldn't succeed. The best characters last event were Daken and C Storm. 2 stars that any 'mid tier' player would have seen plenty of covers of. There was no secret up down up down a a b b start combo that these evil high level players have that they are hiding from you.
gamar wrote: That's not a summary of community scaling at all. Try "Even IF they nerfed Spider-Man, high level players will always have some kind of chain combo/stun/protect tile strategy that will make them nigh-invulnerable as long as they can live long enough to reach AP threshold to pull it off, meanwhile people who don't have a prayer against lvl 230 teams aren't going to attempt the missions so most people playing them will beat them. So, levels will rapidly scale during the first few hours of the event and then stay scaled forever. Unless you have a high level team you'd better able to play during that narrow window of the first few hours of each subevent or you're locked out of most of the event." Which is asinine.
Phantron wrote: So the fact that the other stuff never budged from 230X3 means people in general didn't have problem with the encounter.
Eddiemon wrote: Typhon13 wrote: Okay, now tell me. Why should it be that high in the first place for anyone but the few who can beat it? The fact that it was dropping is great, but it shouldn't be like that in the first place for most people. Because he had different partners in rounds 1 2 and 3 and was easier to beat for most people so he was correctly high. Then round 4 was a harder combination so their level started dropping. If he starts low and scales up you will complain that people are forced to get in early and have an unfair advantage. If he starts high and drops then you will complain that he should have started at the unknown ideal number. It must be like the hulk where every mission is easy to beat and it is just one massive time sink.
Maggotbreath wrote: Phantron wrote: So the fact that the other stuff never budged from 230X3 means people in general didn't have problem with the encounter. Or those who knew they were going to have a problem with that encounter didn't try it, so didn't lose so the level did not drop. The people playing it were the ones who knew they could beat it thus artificially inflating it. I explained my point poorly I think. Compare it to our inflated MMRs in PvP where we can skip infinitely w/out any cost to ourselves. If we see a team we know we are going to have trouble with, we skip it until we find a team we can beat (not everyone does this, but enough people do for them to initiate the eventual skip tax). Doing this raises our MMR to the point where we feel we have to tank an event. Some missions that are already difficult become inflated because the only people trying them are the ones who know they have a good chance of beating them is the point I was trying to make.