Scaling changes to pve

Started 16 Feb 2021
by Jingo NZ
in Suggestions
What about scaling characters to the level of the highest player in the group? That way you don't have to completely redo all the mobs/challenge level like you would if you went with a universal system where level doesn't matter.

I'd also suggest maxing the scaling at lvl 45. Eg of there is a lvl 50 in your group you won't get scaled past lvl 45.
Tue 16 Feb 2021 6:47 PM by Jingo NZ
Could make the whole group scale (up or down) to the level of a chosen player in the group, selected by the group leader with a /slash command.

The scaling buff/debuff could be reapplied at any time (on a new target if wanted). The buff/debuff would last for 45 mins to avoid sudden level changes and needing to swap mobs straight away if someone goes LD or leaves.
Wed 17 Feb 2021 12:54 AM by Takii
Jingo NZ wrote:
Tue 16 Feb 2021 6:47 PM
Could make the whole group scale (up or down) to the level of a chosen player in the group, selected by the group leader with a /slash command.

The scaling buff/debuff could be reapplied at any time (on a new target if wanted). The buff/debuff would last for 45 mins to avoid sudden level changes and needing to swap mobs straight away if someone goes LD or leaves.

That approach is very exploitable. You can simply keep designating someone for whom the mobs at the camp are of the best con for the group and effectively stay at that camp forever. That's going to funnel everyone to the "best" camps of mobs in the game and create a really weird dynamic where groups spam LFG for people of a specific level for a specific camp so they can scale everyone to that person's level and get the most optimal xp.
Thu 18 Feb 2021 4:14 AM by Jingo NZ
Takii wrote:
Wed 17 Feb 2021 12:54 AM
Jingo NZ wrote:
Tue 16 Feb 2021 6:47 PM
Could make the whole group scale (up or down) to the level of a chosen player in the group, selected by the group leader with a /slash command.

The scaling buff/debuff could be reapplied at any time (on a new target if wanted). The buff/debuff would last for 45 mins to avoid sudden level changes and needing to swap mobs straight away if someone goes LD or leaves.

That approach is very exploitable. You can simply keep designating someone for whom the mobs at the camp are of the best con for the group and effectively stay at that camp forever. That's going to funnel everyone to the "best" camps of mobs in the game and create a really weird dynamic where groups spam LFG for people of a specific level for a specific camp so they can scale everyone to that person's level and get the most optimal xp.

Yes I agree that people will gravitate towards the most rewarding xp spots. I suppose that’s what rotating mob bonus xp, kill tasks and xp items try to help with. I think that the devs plan to make levelling completely level-independent will also push people to gather at the most rewarding. I wonder if the camp bonus could be more meaningful to spread people out?
Thu 18 Feb 2021 4:17 AM by Jingo NZ
Here's an additional idea to incentivise people to pve throughout various zones and across various level ranges:

Offer bonus xp (or loot) on a daily rotation for mobs that are between certain levels.
For example:
A rotating daily bonus of +100% for level 20-30 mobs, then next day for level 30-40 mobs so on.
Could also have a rotating daily bonus for mobs in classic zones, then SI zones, then dungeons, then frontiers…

It could even be a loot bonus instead of an xp bonus. Something that mimics the 2 minute delay timer for xp items.
For example:
Big chest of gold drops every 2 minutes for groups with 5+ people and gives 15 gold each. This loot bonus is on a daily rotation based on mob level ranges (20-30, 30-40,…) or mob zones (classic, SI, ...)
This topic is locked and you can't reply.

Return to Suggestions or the latest topics