When I listened to the livestream, the Lead Developer Thomas Foss aka
@mimicking#6533 stated he didn't understand scaling with reference to stat caps. I'm going to do my best to explain:
I borrowed this snippet of information from Rainer. Sorry for not asking first.
These are the optimal values (caps) for players at level 80 and level 70. So at level 70, Our stat caps are reduced by 3000 across the board. Let's just take one stat for an example. If we have 60K in armor penetration it becomes 57K. This is the maximum value at level 70 to be effective against monsters at level 70. That's a 3K difference. The current scaling we have goes way beyond that. For example:
As you can see I have 67K armor penetration. I am at 100% effectiveness against monsters at my level. I'm actually over the optimal amount, but I've been setting myself up for the LOMM dungeon.
Now, if I go to a level 70 zone, my armor penetration is only 44K. I am no longer at 100% effectiveness as the optimal value is 57000. I SHOULD BE AT 57K. I have lost 23% of my armor penetration's effectivness versus what I WOULD BE AT LEVEL 70. I am now only 77% effective in my armor penetration. This is why I'm frustrated. If I have my optimal stats at 80, I SHOULD HAVE optimal stats at 70.
Thanks for your time.
Comments
I lose another 10K in armor penetration stats, reducing my armor penetration effectiveness from 100% to 60%. Another 17% reduction. FYI. I guess in scaled areas, running augments will reign supreme. (NOTE: The augment was Epic, companion is Legendary)
Original Serenity Mostly Retired DC
Tokarek Bearded Dwarven OP Tankadin
JuiceHead Goofy Human GWF
Member of H3llzWarriors and Limitless.
How about we give players +2000 more stat points in all scaled content so we can finally have scaling "in a good place"?
You need 60k AP at lvl 80 and 57 at 70, so you will get 95%.
To test their "You should have a better time in dungeons" I did a couple of Int queues. Firstly Prophecy of madness. My group was 14k-20k so way above the recommended item level. We got bronze and died multiple times as had no healer and ads run at light speed. Dungeon 2 was MPF. Pretty much the same result as Prophecy. Finished. Died Lots. No healer. I found this dungeon easier as they seem to have toned down the number of enemies that spawn at the beginning. In both these dungeons I was top DPS by a long way which shows me there are lots of new players trying to get into this game. A group in or around the recommended item level have zero chance in any of the dungeons at the moment.
Open world and campaign stuff seems in a better place and in a group of 2 or more is pretty comfortable. Any group content which is the core of any MMORPG is just awful to play
Put caps on power and HP only, the rest is already capped by the percentual hard cap... is much easyer to control this way...
or even better move the dungeons to LV 80 and remove scalling becuse is not working as intent...
Is such a shame, we got 4 nice leveling instances the Expeditions are really fun and rewarding and the failed scalling bugged almost all the rest taking away what would be one of the best mods released...
Original Serenity Mostly Retired DC
Tokarek Bearded Dwarven OP Tankadin
JuiceHead Goofy Human GWF
Member of H3llzWarriors and Limitless.
This goes back to my recommendation of using stat clamping instead scaling. I recommend clamping as it ensures players do not exceed a set stat value in various zones but players won't get gimp like they do with scaling. Now scaling would work just as good as clamping but over time scaling will require more management of calculation in each zone whereas clamping is simply a set and forget type of design if implemented correctly.
The other thing to consider is the processing power required to scale each player in each zone over and over and over. Clamping is less stressful on a server vs. a calculated value that changes so much by zones.
I'm honestly loss for words on why scaling was picked over stat clamping.