For anyone who isn’t aware, this is a brief rundown of the PVE systems:
Red ISO: Insane grinding - there was no rubberband and the stacks were weird, so people just sat and grinded on missions forever until it was over
Hunt/Hulk: Rubberbanding introduced - you need to play optimally to stack on top because scores would multiply based on your distance from the leader, but the missions were easy so everyone had to grind every mission down to 1 to maintain position
TaT: Scaling introdued, but broken - based on only your personal success, defeated by repeated tanking, and 230 across the board over and over if you didn’t tank
Current system (as of Simulator, Brotherhood, Hulk 2, etc.): Rubberbanding + scaling (including community) - difficulty of matches scales to your ability + ability of the total pool of players to accomplish, rubberbanding based on your distance from the same situated person in another bracket + leader.
The newest system allows you to play when you want, as long as you play semi-optimally, and not lose position. Those that play the most (the grinders) will still win. Those that play less, but optimally, will still win. Those in between will not.
Scaling ensures that those that are taking a first crack at PVE get to win some covers. But within one or two events they will be hit by scaling, forcing them into the mid-tier where they need to work harder for covers. The end game users can use scaling to place at the top without worrying that someone else can also grind 3 x level 20 goons over and over to place at the top.
If the mid-tier players are unhappy with scaling and envious of the 1* who get an easy ride, tell me which roster you’d prefer:
A level 15 one cover Steve Rogers and a smattering of 1* at levels 15-30 and a few one cover 3* and 2*
OR
A level 15 one cover Steve Rogers (or even none) but most 1* near cap and a smattering of cover capped/level capped 2*, plus a few one/couple covered 3*?
If you tell me option A, you’re insane.