Hello everyone.
I thought someone might get around to do it, but it seems nobody did yet (at least the engine doesn't turn anything up).
There are a lot of things which scaled badly with the new system, which might be considered bugs, exploits, unbalanced etc., so this is s a collection thread to make the Devs aware of those things and help them finding all the issues.
All observations correspond to progressing (1-59 zones) with max legendary, max pet, full unique gear, medallion, max relics, uru-forged and at least 2 artifacts. 10.000 Omega. - So no gimping around with no gear and 30 level outmatched.
Patrols
Midtown: Seems mostly fine (being the best area and most populated its difficult not to find assistance), the only one sticking out is the Miniboss Tromeo, which seems to have more hit points as the Supervillains.
Still, there seemed to be an ample difference between level 1-59 and level 60 players in regards to damage given and therefore boss defeat times. (@Kalidore)Industry City: - Event Bosses have too much health (10-20%) and Regular Bosses (20-30%). This is enforced due to bosses and thereby assistance is being spread out during some events like The Clone Saga and Sinister Diversions. It is further increased by people just giving up and farming the Regular bosses or wandering off to more attractive Zones like Hightown for uniques and Midtown for progression.
As comparison, the Mini Bosses from War Games 'feel' right.Flame Spawn: They are way to tough on HP and Damage. Since DCL I have never seen another Loki spawn, every event failed. Our best was 60/70 defeats, second best 45/70. And Heroes get 1-Shot often enough by them (fire damage scaling being part of the problem).
Hightown: - Regular Bosses have too much Health (20-30%)
Event Bosses have way too much health (30-40%), failed Triple Boss events are very common now, amplified by players knowing about the increased difficulty and wandering off to the regular Bosses which are spread out. This means the main events usually fail and everyone is just slowly hacking away on their 'own' Supervillian.
- Captain Vyrik has too much health (40%+). Even before DCL he was often left behind as the 'Last Skrull Standing' which means whoever needs to defeat Skrulls for bounties or dailies has to defeat them to get a group respawn. Now it is a chore to beat down this single Skrull every 20 meters. If the HP are lowered, it would be adequate to also lower his experience payout.
Holo Simulator
All Bosses are too strong (remember, this is about progressing 1-59). The difficulty scales so hard, that already at 5 or 6 bosses become to hard to defeat or in some cases to survive. Being a multiple Holo Sim Grandmaster, both in under and at level 60 it really shows when the simulation fails as early as wave 2, which just happened yesterday.
Fire - Fire Bad!!! Fire is a problem in almost all areas, but it shows most vehemently in the Holo Sim, a level 1 Fire during the Pyro event can kill you, if you don't take meticulous care and it only gets worse after that. In other instances hostages get killed by it very quickly without much that can be done to prevent it.
- Civilians have too little health or take too much damage (Thx @Dingao). It is probably the latter, with more Minion and Boss powers; their scaled burst damage and AoE has increased a lot.
- A.I.M. Spider Walkers The damage has been high before and could kill you at level 10+ due to massive missile spam, now it is even worse.
- Holo-Sim achievements which require level 60 mobs - Currently the Hulkbuster achievements. Thx @Lokiator
Terminals
Green and Red Terminals are fine, as well as the Bronx Zoo and most of March to Axis (The Shield Agent at the gate could use a bit more health to compensate for the increased damage of opponents).
Wakanda: The Dora Milaje could use a bit more health, they dropped to 10-20% life even with full engagement, a single Hero defeat or spread spawn could mean the end. The Harshes damage they take is from Spider AoE as far as I could observe, something which can't really be prevented.
The Scientist in the cave need way more life, I just failed the Event after 3 seconds of entering the cave. Not sure which powers the Moloid Spawns had, but they instantly killed her - this never happened before.
Stroy
Seems fine to me so far, very happy about scaling here - though I haven't explored all the content yet.
X-Defense
I have not run any X-Defense yet.
Raids
The same, no raids on my account.
Edit:
Achievements
Though this is probably better addressed on anther forum it is worth mentioning. 'Need for Speed' for instance is reported to be impossible now, being almost unachievable already before DCL. The toughness of group bosses plays a double role now, not counting as a defeat and preventing the respawn of the whole group.
- Holo-Sim achievements which require level 60 mobs -Currently the Hulkbuster achievements.
Danger Room
Seemingly the Tutorial is quite unbalanced and way out of the expected/supposed difficulty rating it should have (@Kalidore)
Please add your observations and explain what seems to be out of sync. And please tag the appropriate Devs, I would not know whom to exactly tag. @Asros @PsiLocke
o/
PS: Not to get me wrong, I think the implementation of DCL has been most awesome and indeed needed, but it does not mean that balancing and tweaking is over.