Enemy level and rewards
I'll just say that you should keep an eye out for 2 things:
1) Most incarnated out teams I've been on lately are actually boosting their settings on TFs and such, because +0 is getting a bit boring. Look for this to spread as I think it will.
2) They said at PAX they're looking internally at creating Incarnate difficulty settings with increased rewards.
As for your original suggestion, it won't happen I'm nearly certain. We live in a game where speed is king in a lot of ways, and there are builds out there that aren't even appreciably slowed down by +4 foes. An across the board improvement in drops for higher levels would just make people forced into those ideal builds and further the gap between haves and have nots.
Keep an eye out for the Drop Rate improvement buffs coming with Freedom.
Lastly one thing:
Hero tips drop per mission, so playing at low level is encouraged. |
"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill
Thanks for the info, Lemur Lad.
It sounds like there are a few things in the works that I wasn't aware of.
And what I was trying to say was that if you're chasing Alignment Merits, efficiency once again dictates that you play at -1 (or +0 to get Purples too). Doing 10 Hero Tip missions at -1 gives you ten stars the same as doing ten Hero Tip missions at +4.
I've found myself on quite a few tip mission teams who are speeding through low difficulty content for the merits.
Looking outside of the incarnate bubble for a moment, when is it ever worth it to bump the level to +4 x8?
I mean me and a friend enjoy the challenge of it on various toons, many pre-50, but the experience and rewards are definitely not keeping pace. It'd be far more efficient to run on +2 X8 or even lower.
Having recently hit 50 after returning to the game I noticed something odd.
Prior to 50, you tend to fight enemies that increase in relative level because of the extra experience. I'd upped to running missions at +2 by the mid-20s, and +3 around the late 30s once I knew I could handle it.
Teams tend to follow this pattern, if you're invited to a mission team in the 20s onwards, chances are they're running at +2.
However, once you hit 50, there's no longer much incentive to play at anything but +0.
Incarnate Shards and Purple recipes are calculated per-defeat irrespective of enemy level (I think).
Hero tips drop per mission, so playing at low level is encouraged.
Task Force I've run with tend to play at +0 in case the AV is too much of a speedbump, and the Merit reward is the same regardles of level.
The extra influence is OK, but dwarfed by the potential earnings from recipe drops.
So the net effect is that when you gain this top-tier level of power you start facing much weaker enemies.
What would the consequences be if post-50 rewards were scaled to level? Would Task Force merits increasing with level lead to more Task Forces crashing and burning as people over-reached their abilities?
Shard/Recipe drops being more frequent for higher level enemies would help single-target focussed characters - currently the post 50 game seems to very much favour area damage.
Could this work?