(edited by Sindex.9520)
This is about a flawed system that has yet to be fix. I am talking about the scaling of content in game. A majority of the content would be easily fixed if the scaling system would actually work like it’s suppose to. Instead we get A-net compensating by either pushing the content to be too easy or hard. I am tired of the living story being used as some sort of hybrid focus group experiment on the fans, with some extra lore fluff attached. No middle ground for people who just want to enjoy it all. This goes for everything; either it be the enemies we fight or the rewards we get. SAB got verily close in doing this but also had to create separate instances (but certain enemies did scale properly).
Why not have a system where if you could beat Tequatl then it would scale up in difficulty every time he is beaten and same thing with the rewards. Or for instance once you beat the mega destroyer in Mt. Maelstrom then the next event would have a champion dragon from Primordus to show up. The essential rewards would always be given out, but the next encounter would better your chances at getting something better. If the group fails it would scale down to meet the difficulty curve of the server. I suggested this idea awhile back having the RNG based in dynamic events, instead of solely used for reward system. The chain dynamic event system seems to be fixed; thank to the queen gauntlet balloon events. So putting in an actual “dynamic” scaling system would be awesome. It would also create a better impact on players who either win or loose.
(edited by Sindex.9520)
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