When did enemy level stop scaling with team size?


Carnifax_NA

 

Posted

Recently I've been noticing that on big teams or even in TF's sometimes the enemies level is not increased. So what happened, I used to really enjoy teaming and the crazy fights that +3 x8 missions used to bring. These days however its more often then not turning into a right snoozefest as we fight +0 x8 spawns as a full team. I mean, is that even worthy of being rewarded merits?

What happened to the glory days of huge spawns of high level mobs? I use to love the challenge of that. Right now either the game is broken or I'm surrunded by wimps, not heroes.

Either way, bring back the old difficulty


 

Posted

Quote:
Originally Posted by Peacemoon View Post
Recently I've been noticing that on big teams or even in TF's sometimes the enemies level is not increased? So what happened, I used to really enjoy teaming and the crazy fights that +3 x8 missions used to bring. These days however its more often then not turning into a right snoozefest as we fight +0 x8 spawns as a full team. I mean, is that even worthy of being rewarded merits?

What happened to the glory days of huge spawns of high level mobs? I use to love the challenge of that. Right now either the game is broken or I'm surrunded by wimps, not heroes.

Either way, bring back the old difficulty
Team size never affected enemy levels did it? Just the number and "tier" of those enemies.

Nowadays it's easier to ramp up the difficulty more than it was previously, you've more control nowadays. So I'm guessing you're joining wimpy teams where the leader isn't visiting Hero Corp to up the diff once they've seen how well the team works.


 

Posted

It used to be that 6 teammates added +1 level, and 8 bumped it up to +2.

Until Issue 6.

So unless you're really, really unobservant, I'd say you're playing with wimps.


 

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Quote:
Originally Posted by Obscure Blade View Post
I certainly recall it as doing so.
I thought it used to be purely down to the owners Diff settings, but since you had to play SK Tetris you could end up as a Sidekick to someone a few levels lower than the rest of the team and thus be faced with +5 enemies. But I could easily be wrong, my brain is old, rusty and filled with useless facts so the past is a bit blurry.

Nowadays you do have to rely on the leader to go up the diff manually afaik, so nowadays it's down to the OP hanging out with wusses.


 

Posted

Quote:
Originally Posted by Wonderslug View Post
It used to be that 6 teammates added +1 level, and 8 bumped it up to +2.

Until Issue 6.

So unless you're really, really unobservant, I'd say you're playing with wimps.
So the answer was "4 years ago?"

Phew, my brain isn't as bad as I thought it was.

Nurse, more beer, there's still a few braincells firing.


 

Posted

Quote:
Originally Posted by Wonderslug View Post
It used to be that 6 teammates added +1 level, and 8 bumped it up to +2.

Until Issue 6.

So unless you're really, really unobservant, I'd say you're playing with wimps.

As far as i recall, a team of 6 would increase enemy level by +1 and it was removed when we got the new difficulty settings.

I cannot recall a team of 8 added two levels.

There's always been a enemy level variation on missions where they sometimes spawn as +1 level. And that one still in effect.


 

Posted

Now you can pick the difficulty yourself. Spawn size is the larger of your team size and whatever the mission holder has their team size set to. Spawn level is whatever the mission holder has their spawn level set to. If you want to fight old +3/x8 content, set yourself to +3/x8 content and you'll get something at least that hard no matter what your team is like.


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

Posted

Perhaps my brain isn't plugged in properly today, but I swear that enemy level used to increase by default according to team size. I never remember Citidel's TF being populated with +0 enemies for instance. It always used to be red con minions not white con.

My memory is probably just simply playing tricks on me or I'm thinking back to very old times. I guess I will have to start some +4 TF's and watch them squirm ;-)


 

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Quote:
Originally Posted by Peacemoon View Post
Maybe my brain isn't plugged in properly today, but I swear that enemy level used to increase by default according to team size. I never remember Citidel's TF being populated with +0 enemies for instance. It always used to be red con minions not white con.

Maybe my memory is simply playing tricks on me or I'm thinking back to very old times. I guess I will have to start some +4 TF's and watch them squirm ;-)
The only one I remember personally is the Terra Respec trial back in i4 or i5, when everything was conning at least red. That used to always spawn at max diff as far as I remember.

Yep, you'll just have to start training todays bunch of young whippersnappers how it was in the good old days Gramps


 

Posted

Quote:
Originally Posted by Sapphic_Neko View Post
As far as i recall, a team of 6 would increase enemy level by +1 and it was removed when we got the new difficulty settings.

I cannot recall a team of 8 added two levels.
Difficulty settings came in with I3, I believe. Team scaling didn't go away until the GDN/ED combo was complete in I5/I6. Between I3 and I6 it was possible to get 55s in regular missions, if you were on a full team on Invincible (50 +2/+3 for Invincible +2 for full team = 54/55).

I have vivid memories of +5 Carnies, and a fight with a level 55 Nightstar that took approximately forever.


 

Posted

Quote:
Originally Posted by Carnifax_NA View Post
The only one I remember personally is the Terra Respec trial back in i4 or i5, when everything was conning at least red. That used to always spawn at max diff as far as I remember.

Yep, you'll just have to start training todays bunch of young whippersnappers how it was in the good old days Gramps
Lol l I could try! Todays youth doesn't have the perseverence though to hack it I bet. It'll be all "Its too hard, I give up!" ;-)


 

Posted

Quote:
Originally Posted by Wonderslug View Post
Difficulty settings came in with I3, I believe. Team scaling didn't go away until the GDN/ED combo was complete in I5/I6. Between I3 and I6 it was possible to get 55s in regular missions, if you were on a full team on Invincible (50 +2/+3 for Invincible +2 for full team = 54/55).

I have vivid memories of +5 Carnies, and a fight with a level 55 Nightstar that took approximately forever.
Level 55 Carnies, I bet that was a sight. Maybe we can expect something similar for the incarnate stuff?


 

Posted

Quote:
Originally Posted by Wonderslug View Post
I have vivid memories of +5 Carnies, and a fight with a level 55 Nightstar that took approximately forever.
I thought 54 was the highest anything could scale to?

I've been trying to coax teams into higher difficulties lately. Somehow, the same PUGs that always insisted Invincible was the only valid difficulty now stick to +0/x8 constantly. I've made +2/x8 my default setting when leading teams. The two levels seems to make for a pretty good bonus as far as XP.


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

Posted

Didn't Task Forces always play at the highest level?

eg a level 10-15 Task Force (Posi) would spawn as if the players were all level 15?

This was back before merits and XP when exemplared, so Task Forces used to be a choice between getting no XP or punching above your weight. I hardly ever do Task Forces, so Im not sure, but I think thats how it was.


 

Posted

Quote:
Originally Posted by Wonderslug View Post
Difficulty settings came in with I3, I believe. Team scaling didn't go away until the GDN/ED combo was complete in I5/I6. Between I3 and I6 it was possible to get 55s in regular missions, if you were on a full team on Invincible (50 +2/+3 for Invincible +2 for full team = 54/55).

I have vivid memories of +5 Carnies, and a fight with a level 55 Nightstar that took approximately forever.

Never seen anything scale above 54. :|


 

Posted

I believe the bump to enemy levels (+1 at x6 and +2 at x8) got removed when they added the new 4X Difficulty settings.

TFs used to spawn at the max lvl for the TF, plus Team Size modifiers, so if you were just high enough to start a TF, you could find yourself potentially facing +6 Mobs. That was changed when they added the new Auto-Exemplar feature to TFs.