If you could please choose either good or bad for each idea, that would be appreciated.
So, I saw a post that someone in the patch notes thread thought scaling was based on pve score (don’t recal eho atm). As far as ai know scaling is at least not entirely based on your score or rank. But I was thinking, if it was entirely based on your total event score, that’d be kinda neat. Those with good rosters wiuld be able to get more points (which should be logical, though Devs seem to disagree) and the challenge would steadily increase throughout the event.
So as far as my answers go:
Based on rank is a good idea. Devs have said that in pvp, they want the top to be hard to hold. If scaling is based on rank, this makes the top in pve harder to hold, which may be in line with dev objectives.
The downside is that this adds another element to rubberbanding.
Based on score in comparison to global leader is a good idea. This is a similar idea to rank. Those in first would still have a harder time. But scaling within brackets would be set by comparison across all players instead of rank within a bracket. This would make it pretty fair for newer players to start, but get harder to keep up as the event went on.
The downside to this is that this would likely be challenging for the server to check.
Scaling based on total score amounts in comparison to arbitrary numbers set by devs is an interesting idea. It’s almost a return to fixed lvl values, except that those lvl values would increase a specific amount when you cross a certain threshold of points. It would be alright because it would lead to a similar result as the first two suggestions.
The downside is that devs tend to miscalculate these kind of things and we’d likely end up with ridiculously easy or hard scaling.