This module brings some changes with how scaling is performed on a player. Previously, scaling would cap the item level of different item categories to bring the players stats down. One of the big requests from the community was a more proportional system which looked at the current item level, then the scaled item level, and adjusted the players stats down proportionally based on the difference.
That is the system we have put into place with this module. It still has some quirks as not all items treat item level the same (bonding runestones are a set item level but offer a varying amount of stats for example). Even with these quirks the system should feel more natural and make for a better experience when the player is scaled down.
This thread will be for discussing any scaling related issues/comments/etc. that come about as everyone is checking out the new module.
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Leg mount equip power => 10,000 stat points => 200 IL
Mythic mount equip power => 15,000 stat points => 200 IL
This most likely is not intended if we want better scaling. I expected 200*1.5= 300 IL for equip power and 100*1.5=150 IL for combat power.
BTW: There are actual visible feats you are messing up with that. And I don't know how exactly the new healing formula will be, but shifting the power/crit ratio was messing up with healing as well.
Game better - youre welcome (send gifts directly to my account for the idea :P)
Do I misunderstand something or we indeed should have now stats at Zriel caps (90k) to have them also capped in dungeons like FBI and CN? And the farther from Zariel caps I stand the more stats I'll loose (in comparsion with same dungeon/trial/skirmish in mod18)?
Born of Black Wind: SW Level 80
Scaling is good if you want a low level character to participate in events. This version of scaling is unusable for that purpose in this game. (too cheap access to rank 8-9 enchants, low level chars have much better standing than well geared vets)
As was already mentioned, for limiting player's performance somewhere you would have much easier life with caps. Put caps on Weapon Damage, Power and HP (careful here, tank's situation must be counted separately) and you have what is needed. If you want to be awesome, tinker with soft caps. Otherwise, just use hardcaps and be done with it.
If you use all the knowledge you accumulated so far, this is work for 10 minutes. Straightforward, reproducible - and if by any chance anything goes awry, it could be easily tested.
Or clearly said: this scaling makes old contend more challeging (difficult) for high lvl Player, what ist in principle ok.
But if the possible reward is not "scaling" also, all changes to scaling are in my opinion meaningless (waste of time for ppl to run it and so: waste of time, devs develop it).
eg.: up to last changes, i had nearly no chance (any more) to succseed LOOM in random (because of mimics) - so i canceled it regulary in randoms. Now it's again (by hard work) possible. with upcoming changes, i am quite sure, it's again not worth time to try it. there is Nothing droping, i am interested in … so why to waste my (life) time?
In my opinion. in proper old scaled content (of mod M) should drop also the stuf from mod M-1 (or M-2 depending of difficulty and time, to succeed).
Nix*
(tank, lvl 80, GS 26,4k)
But the whole situation is arguing against the niche or nonexistent amount of players trying to invest in builds for low level content or the marginal case in what if people do find something that helps farm content that is sent to the periphery and providing players with something interesting and different to do?
Currently with 3 mains (Ranger/Barb/Pally)