Could someone please explain how you were thinking when you make PVE nodes scale with Roster size and compilation?
I understand the need to keep the game interesting, but in this case your thinking is flawed and Im going to tell you why:
You forgot to scale the rewards with the difficulty!
If you don’t understand what I mean, go play a Blizzard game, or Square Enix, or Bioware, or literally any other game with RPG elements. No wait, even tiny kitty shootem-ups scale the points with progression!
Im not saying I shouldn’t fight a level 247 Punisher in the first Sub of this PVE, thats not problem. The problem is that somewhere someone else is fighting a level 47 punisher and get the same points, the same ISO and the same Progression rewards. And most likely a 4* Elektra in the end of it, if they just keep hitting the nodes.
So, what I want to see if you are going to keep the individual difficulty scaling :
1: ISO Reward scaling 1:1 with difficulty scaling. If someone is fighting 200% more difficult enemies then anyone else, the ISO should be 200% as well.
2: Same goes for HP rewards
3: Covers. If you are scaling us because we have developed rosters, guess what, we don’t need those 2 stars. Get rid of them. Give us 3-stars instead.
4: Shard us, or make us pick the difficulty/rewards like time slots. Id love to play a Gauntlet that was really hard and my roster investments actually paid off for great rewards.
So, to sum it up. I have “invested” about 2.9 million ISO in my roster, Have a slot for every toon out there, even if not everyone is covered yet. But the sad thing is that I don’t really see an ROI on that investment in PVE. I see myself get punished instead.
Edit: was way off on my ISO investment calculation, was almost double.