Quintara

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  1. Although I very much disagree with complete damage scaling, I do think that if scaling *must* happen, then damage should be scaled up.

    Although it doesn't sound like you agree with the point made that it isn't fair to the level 40 who is fighting an even fight with a level 10, at least if damage is scaled up it doesn't feel to the level 40 that they are being penalized.

    If PvP must mean that all players fight on an even playing field, at least in terms of damage done, then please bring lower levels up rather than higher levels down. This simply seems to make more sense for the player who worked to level their character.
  2. Well, I agree that there should be an obvious advantage to the higher level player, and I suggested a solution for this on a different thread. (Which can be found Here )

    Basically I suggested that PvP work in a similar way to sidekicking, with slightly more of a gap between the players.

    [ QUOTE ]
    Not a bad idea, but it seems to even the odds a little to much. I mean, if a hero has worked their butt off to get to level 50, to be the true defender of Paragon City, only to find themselves reduced to a level 5 player when attacking a villian, it sort of defeats the purpose to being a higher level. There might be some way to make it work like the sidekicking - for example, when a level 50 hero attacks a level 10 villian, the villian's attacks would behave similarly to how they would if they were SKed by a level 50 villian, although there should probably be more than a three level gap between them. This way, the higher level player isn't brought down, and the lower level player is not completely out of luck the minute they are attacked (this also might be likened to how in sports, for one, if you are playing a harder opponent, you can find yourself playing better).

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