Any plans or word from Cryptic if they're going to fix this stupid gap in logic that is cheesing the scaling system?
Seriously, almost every group I run with has a guy who purposefully circumvents the item level by unequipping everything to get down below the scaling cap. It's not fun when one guy just one shots everything while your taking new guildies through the game.
I get that veterans like completing old content fast, but it's very off putting to all these new players I've been helping.
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Taking gear off lowers your hit points, that is it. Your damage will up to double at the cost of something a properly experienced player has no real use for in older content. Is it necessary to complete content? No, but it is a massive difference and it is a clear example of exactly why the scaling system right now is horribly implemented.
That way, regardless of being tuned to item level scaling, if your power is over X amount, it still gets scaled back to a level where it should be easier for overly geared players to complete content, but it's not completely destroying everything.
That's about all he said. I look forward to the changes.
I get it: newbies are still doey-eyed and excited by the slightest thing in the game. They want to explore, etc. That's to be expected.H I'm also for veterans who have long since progressed from that early phase, seeing their power, skill, and devotion respected.
Frankly there is only one solution that addresses both sides: keep them separated. Cryptic was warned about this years ago when they first eliminated solo dungeoning with rAD rewards, and when they forced players into the random queues if they wanted to progress (i.e. tens of millions of AD required). Apparently cutting wait times for low-level queues was deemed more important.
So, by all means, separate the two. I'd love to go back to running any dungeon solo for rAD, and as a bonus avoid the simpering incompetence and/or other online HAMSTER-ery that all too frequently crops up in the random queues.
P.S. And before some bright spark brings up the old-&-tired "you can form your own parties", yes and that goes both ways. 😎
A good scaling system is not an annoyance or hindrance in any way shape or form, it enhances fun for everyone. No one with more than a a single brain cell will say its more fun to one shot everything and race ahead on your own than it is to actually go through a dungeon as intended.
The problem with MMOs now without level scaling is a disparity of content between new players and veterans. Older MMOs, generally, do not have a healthy enough influx of players to fill all the content blocks that are bound to certain levels. When scaling was applied to WoW in 2018, the reasoning was exactly that--there was too much content and too big of a disparity between the player-base.
Chris is big on horizontal progression and flattening the curve, so it's an inevitability that scaling and more level systems come into Neverwinter, so you'll just have to deal with it or go play another game.