Difficulty Scaling

2

The difficulty scaling in the game is rather uneven.  For example misssions of levels plus:

+8 is -84% damage dealt, +264% damage suffered - i.e. you are dealing about 12% of normal damage and taking 2.6 times damage

+9 is -90% damage dealt, +334% damage suffered i.e. you are dealing 10% of normal damage and taking 3.3 time normal damage

+10 is -95% damage dealt. +412% damage suffered - i.e. you are dealing 5% of normal damage and taking over 4 times normal damage

+11 is -99% damage dealt, +499% damage suffered i.e. you are dealing 1% of normal damage and are taking 5 times normal damage

+12 is -99% damage dealt, +594% damage suffered i.e. you are dealing 1% of normal damage and are taking 6 times normal damage

+13 is -99% damage dealt, +697% damage suffered i.e. you are dealing % of normal damage and are taking 7 times normal damage


Theoretically speaking the progression from +8-+9 is about 35% harder, from +9 to +10 is about 65% harder, from +10 to +11 is about 600% harder and from +11 to +12 is about 12% harder, +12 to +13 is about 17% harder.

In short, the jump from +10 to +11 is massive and the jump for every level after is tiny.

I think the difficulty scaling could do with some revision especially since every build that has been easily capable of of +11 and beyond has been on the receiving end of a heavy nerf, such as vulnerability multiplying with the Uncreator rune and Berserker builds.


I would suggest that instead of jumping from 95% damage dealt debuff to 99% damage dealt debuff, values between 95 and 99 are considered since every 1% change increase from 95% is effectively huge.


I would also state that effective builds at the 99% damage debuff (i.e. levels _11 and beyond) are few and far between and force players into using very specific "meta" builds to be able to even complete missions of this difficulty.

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Difficulty Scaling
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3 years 223 days ago
there is 0 point to play on -99 waste time etc yes thx for the math ,  there scaling make no sense as per xp per lv and kills


3 years 222 days ago
+1

We are planning to revise the difficulty scaling because of the same reason you mentioned. :)