Credit where due, thank you got dialing back the scaling curve on the side missions. In the last Galactus run my side missions were 328 at this reset, for Civil War they are 158
The character’s rarity increases at every third cover. He gains additional levels at each rarity increase, 14 at 2*, 25 at 3*, 30 at 4*, and 185 at 5* (at 3, 6, 9, and 12 covers respectively). Additionally, Goku is not leveled with ISO-8, but instead gains some experienced when used during a mission. Goku gains a much greater boost of experience when ending a battle under 10% health, even if downed.
Kamehameha
10
Goku focuses his energy into a mighty blast, hitting his target for 150/200/500/1200/1500 damage (depending on character’s rarity)
Genki Dama
12
Goku places a 5 turn countdown tile as he concentrates on gathering energy from his allies. Claims 5% of your roster’s health and deals 40% of the total as damage to the enemy team.
Rank 2: deals 50% of health drained.
Rank 3: create a 4 turn countdown that deals 55% of health drained.
Rank 4: deals 65% of health drained.
Rank 5: create a 3 turn countdown that deals 75% of health drained as damage to enemy team.
Saiyan Warrior
9
The thrill of battle gets Goku excited! Place a 3 turn countdown tile on a selected basic tile that increases Goku match damage and the damage of Kamehameha by 10%. Deactivating this power increases the duration of the existing tile by 4 turns.
Rank 2: Kaiyo Ken! Damage increase is 20%.
Rank 3: Super Saiyan. Create a 4 turn countdown that increases damage by 30%.
Rank 4: Ascended Saiyan. Damage increase is 40%. Reactivating increases duration by 5 turns and fortifies the existing tile.
Rank 5: Super Saiyan God. Select any tile to become an unmatchable special tile that doesn’t fall. While this tile exists, Goku’s match damage and Kamahameha are increased by 45% and Genki Dama deals it’s damage to the enemy team without damaging your roster. Reactivating this power destroys the special tile and the board, dealing 300% of the damage of all destroyed tiles to the enemy team, but not generating AP.
Sorry for not adding ranks to Kamehameha. It does more damage. Meh.
The scaling is PVE scaling. Side missions at 1, 2, and 3 are trivial. Then it goes up to easy (and hopefully stays around there when it resets) and moves toward normal. If we see hard, that will hopefully be the last day.
They’re probably trying to discourage alliances from completing both sides.
At least they lowered the difficulty spike. Personally i think they shld keep side mission levels at Easy for the first 48hrs, Normal in the next 24 hrs and then Hard for the remainder of the event. But it may make it too easy for the top alliances to complete both sides.
I didn’t mean 1, 2, and 3 as Boss rounds, but as sub mission resets. I don’t think it’s ever worked by rounds, which is a real shame when people have things they have to do. What would be best for sub missions would be if it were based on the number of sub missions you’ve done rather than round or time. Then, a person coming in after a day has already passed will see the initial, trivial scaling, rather than the easy/normal scaling of players who played through everything.
Yeah I’m there at lvl 353 now. I would say one thing though - they may have a lot of health but they seem largely under-powered.
If you look at the actual stats on some of these high-level characters they don’t do the sort of damage they would if they were fully covered/built optimally.
Easy to moan, but I think you’ll find if you fight them they’re not so bad.