While I haven't played around with it much, I recall that you just have to choose the "Dungeon Mode" you want in the group window. Why couldn't the "scaled or not" option just be in there with the "Vet or regular" option?
There's no reason that the group setting couldn't also apply to the solo instances -- other than it's a somewhat non-intuitive place to put it...Because solo instances obviously don't use the group UI, and it's solo instances wherein lie all the issues. Everybody is pretty much fine with group instances scaling.
I've not read every answer of this thread. But I'd like to specify something that maybe you have missed.
Solo instances are scaling to the person level and after each dead, the game is made easier.
And no, everyone is NOT "pretty much fine" with the forced group scaling. There were several people that disliked the forced scaling in the group instances as well, but more because they like having the ability to go back and solo them later.
I've not read every answer of this thread. But I'd like to specify something that maybe you have missed.
Solo instances are scaling to the person level and after each dead, the game is made easier.
Problem is we aren't sure that's true. That was taken from a fairly old comment, and there is NO indication anybody can find of that in the PTS patch notes, and nobody has confirmed it's working that way on PTS. (That said, personally I'd still prefer it level locking to either the level I get it at or the level I first try it at. If I just barely fail, I can retry without it actually getting easier. If I get annihilated, I can go away for a while and come back 5 levels later instead of having to fail 10 times until it's finally doable.
- Solo scaling recognizes when you are having difficulty with a particular instance, and will compensate accordingly.
I've not read every answer of this thread. But I'd like to specify something that maybe you have missed.
Solo instances are scaling to the person level and after each dead, the game is made easier.
Problem is we aren't sure that's true. That was taken from a fairly old comment, and there is NO indication anybody can find of that in the PTS patch notes, and nobody has confirmed it's working that way on PTS. (That said, personally I'd still prefer it level locking to either the level I get it at or the level I first try it at. If I just barely fail, I can retry without it actually getting easier. If I get annihilated, I can go away for a while and come back 5 levels later instead of having to fail 10 times until it's finally doable.
Just wanted to note that this is present in the Patch Notes for 1.5.2:
- Solo scaling recognizes when you are having difficulty with a particular instance, and will compensate accordingly.
Only one thing that does not work with this new set up. To get the dungeon to lower it's difficulty, you have to die. Probably several times. Last time I checked, your armor protection degrades each time you die. So, in essence, your ability to beat the dungeon goes down as you die. So, how is anyone ever going to get to the point that they can beat the Boss if their armor is broken? Do they spawn Smurfs wielding foam bats the 6th time you die?
Thank you for providing a shining example of the exact type of player that game designers should never listen to.It should be mandatory because the game is too easy as it is. And because it forces people to actually L2P a bit better & not move around spaming whirlwind with their stamina NBs thinking they're doing DPS.
Only one thing that does not work with this new set up. To get the dungeon to lower it's difficulty, you have to die. Probably several times. Last time I checked, your armor protection degrades each time you die. So, in essence, your ability to beat the dungeon goes down as you die. So, how is anyone ever going to get to the point that they can beat the Boss if their armor is broken? Do they spawn Smurfs wielding foam bats the 6th time you die?
Good question...
Perhaps add a npc merchant in those instances or maybe even consider repair-kits in containers and loot.
Now, I'm level 50 in all crafting-diciplines divided on two chars. Still I can't repair my own armors. BUT, if I go to a Brewer or a Chef, they can fix it. Makes sense?
Thank you for providing a shining example of the exact type of player that game designers should never listen to.It should be mandatory because the game is too easy as it is. And because it forces people to actually L2P a bit better & not move around spaming whirlwind with their stamina NBs thinking they're doing DPS.
Whether magnusnet was trolling or not is irrelevant. Sadly, that attitude actually is the most common reason that 28% of the people that particiapted in this poll voted that the scaling should remain forced. He may have been trolling the thread with that post, but that doesn't change the ugly fact that many people actually feel that way.Please don't feed trolls. Thanks in advance.
Only one thing that does not work with this new set up. To get the dungeon to lower it's difficulty, you have to die. Probably several times. Last time I checked, your armor protection degrades each time you die. So, in essence, your ability to beat the dungeon goes down as you die. So, how is anyone ever going to get to the point that they can beat the Boss if their armor is broken? Do they spawn Smurfs wielding foam bats the 6th time you die?
Whether magnusnet was trolling or not is irrelevant. Sadly, that attitude actually is the most common reason that 28% of the people that particiapted in this poll voted that the scaling should remain forced. He may have been trolling the thread with that post, but that doesn't change the ugly fact that many people actually feel that way.Please don't feed trolls. Thanks in advance.
Cherryblossom wrote: »Are they going to update the loading Screen that says, "If your having difficultly beating mob gain a few level then come back" to "If your having difficulty beating a mob, unsub it will not get any easier!"
I'd call this a classic case of l2p.
Remove your gear. Run to first monster in the instance 15 times and die, always ress to wayshrine (don't spend soulgems) and hopefully instance has scaled down enough. Put gear on, PROFIT.
Not to get too far off topic, but each one in our 4 man dungeon group carries with them a couple of armor repair kits, plenty of food, potions, soul gems, etc. You need to be prepared if you are Undaunted
AlexDougherty wrote: »
Scaling is borked. Badly. Problem aint that much that they scale. Seems that the mobs got buffed by pretty much same algorithm. This makes different bosses different. Say all bosses in yesterdays daily seem to be buffed with a lot more hp/they hit a bit harder. This effects bosses differently.
Now it feels bad, bosses are so different depending of the original mechanics. Now they are ok/boring/ridiculous and those have nothing to do with how hard the bosses used to be.