Well this looks like a change in the right direction, after we all reviewed how the event worked for the Wasp release it was obvious the difficulty for some users and the amount of time needed for completion was far too much. If we go from those 3-4h to 2:30 or something like that then the new format might be better than the old one.
I am happy because it looks like Devs have listened to us!!! So let’s be optimistic about the new changes.
I’ve been playing the game fine. Even got four clears on the infamous Invisible Woman X-Men node. Only thing holding me back is a lack of time to play.
Maybe the scaling just has a sweet spot before you head on up to 4* land (which would then still need some tweaking) but having some difficult nodes that actually challenge you DOESN’T make the game impossible.
That being said, we haven’t seen Venom Bomb or the Gauntlet yet under this system
I think part of the “issue” with scaling once you get to 4 star land is that because they’re so expensive to level, most people only have a few of them at the highest level (since the PvP meta basically dictates that you level up the top 4 stars as fast a possible), and since scaling is based on your top characters, their nodes are scaled to those over-leveled 4 stars. Most vets/competitive players still on the 3 star level have a bunch of 3 stars champed, and even if they roster 5 stars a boosted 3 star is at about the same level as an unleveled 5 star, so they get to use more of their roster for the nodes.
Well, that and the fact that HP and damage don’t seem to scale at the same rate, so once you get that high up that high matches take longer and require more powers to be fired off.
I was so happy to read the changes until I read this one…
So if you’re a 2*-3* player, who doesn’t have 4* roster much developed, you basically have slightly more complicated way how to progress. Because the points are necessary for progression and for placement awards. Meaning the people with less 4s in their roster will have bigger problem to get some. I would expect that it is aiming for some revenue increase, but I don’t see how, since you buy LT with CP, not by HP… And to get CP you need higher placement/progression, but you cannot reach it if you don’t have 4 roster developed… kind of a loop here.
Anyway, forgetting this one line, good job on the tweaks.
Allow me to speculate: the Devs know there is a problem getting 4* (and 5) covers, especially with increased characters every couple weeks. They may turn on a “faucet” similar to DDQ and 3* at some point but that would “devalue” the covers. So I think one way to help is keep progression goal for CP lower than previously and allow earning of CP at a slightly higher rate for more people.
So. If the 4* nodes are worth more points but progression goal is still around the current level (after the new system, it seems to have dropped), then people who are missing the 4* should still hit progression, BUT the will have more difficultly with high placement. Which I think most players would agree is a fair system if it works that way. This is also a way to allow the stated goal of an advantage to advanced rosters with many characters.
Relax, it’s not going to be a “problem”. Grinders are currently hitting the prog less than halfway into these events. There are way, way more points available than what anyone needs. Them tweaking the point values on one or two nodes isn’t going to change that.
It’s good that you’re making quality of life changes. People still playing PvE will likely appreciate that. This is unquestionably an improvement to the prior iteration.
But, it’s still unequivocally worse than the Old PvE system for people with big rosters. The scaling is still worse than the Old PvE system, and after years of PvE scaling, there’s no prize scaling to compensate. For everyone playing competitively, the Supergrind is still there, just one clear shorter. Vet/new brackets still punish long-time and regular players on top of the laughably tight-fisted ranking reward structure which persisted through all of these revisions.
And those are the metrics that matter for me and my time/money, not the marginal improvement between iterations. Since it’s still an overall step backwards from the Old PvE system, and the major problems are still unaddressed, I still won’t be touching the newest New PvE system.
I definitely like these changes. The only other thing I’d like to see now is the difficulty increase 1 less time. It always annoys me that the nodes are hardest right as they begin to be worth less.
Thanks for the update! These changes sound great. Please consider removing 1-2 more clears. That’ll be a much welcomed change for those of us with families.
I dont understand what your saying here… so you want 1 clear to get you the cp?
ALSO CONFUSED
educed the amount of times a mission can be played after it reaches it’s maximum difficulty. Missions can be played three times (down from four) before being worth 1 point.
So say node is worth 500
1 play 500
2nd play 500
3rd play 500
4th play 1 pt? or scaling (i think they mean scaling) 250 125 70 35 1
If progression remains attainable I actually think 4* getting more points is the way to go. It’s a panacea to the folks who chase placement - their stronger rosters put them in a better position to score more points, which reduces (though doesn’t eliminate) the chances of a soft-capped roster beating them out for T10.