It actually isn’t just “recommended” if you fall to far under you literally can’t damage the mobs. Every point under you do considerably less damage and take much more damage… It’s forced, not recommended. Read up on how the scaling works.
i see you chose to cry more. good for you.
The mutations is a great addition and provides a new increased challenge.
The problem I believe they introduced is the number of Umbral shards needed to take a 59x item to 600 is not viable unless you are able to run much higher mutation levels. The M1-3 levels are doable with 590ish gear paired with trophies and consumables. If you are not lucky, don’t have a ton of money, or did not acquire Voidbent items then you are going to have a very challenging time getting gear that you can level up to 610.
When you have a 600 item you can easily get a few levels each completion to avoid the damage scaling when under leveled. I do believe there needs to be a grind however this is going to quickly split the playerbase between people who have 600 gear and the ones who are trying to get 600 gear. I don’t think they should remove the grind I’d prefer a reasonable expectation of effort to reward. A named item could be more umbral shards because it will be legendary versus a 59x rolled item. The intent should be that after 1 week or 2 weeks I have my 59x setup to 600 so the following weeks they could continue higher up into the mutations. To be clear the current scaling requires 6-10 runs on M1 or M2 for upgrading a single item up to 600. Where that would get 10x 600 item to 608 which makes it easier to do higher level mutations and get even more umbral shards.
I want to recognize that there are a lot more items dropping and there are some 600s in there however the complete randomness of the perks and attributes makes the gear unusable. I got light armor boots with intelligence and focus and a hammer perk. If the intention is for users to grind content to get gear then the gear needs to weight the attributes to align with the weapon perks or vice versa. The same goes with weapon attributes as an intelligence or focus attribute doesn’t need to be on a strength or dexterity based weapon.
Summary: There is a grind at the moment and there should be a grind however there are many variables which feel imbalanced for the average player. This leads to feeling stuck with little to no reward and a mountain of effort to get out. When compared to a big 3 company with a ton of money, they can buy materials and roll until they get decent 600 items.
Dropped items should be more usable to provide more mechanisms to acquire gear rather than gambling at the crafting tables. 59x items should require less umbral shards than a 59x named item.
I want to add that the grind should not be for just one usable item set. The grind should continue as you prepare and acquire other gear sets for different weapon combinations. Weapon perks on armor are a huge part of many builds. This requires very specific items in order to switch between builds especially when the weapon is based on a different attribute.
I feel bad for any mages as there is no voidbent for intelligence or focus so they can get easy 600 items to level for mutations
Well thats not true.
That’s the only thing that I found:
" * Please be advised that “Recommended Gear Score’” levels for a Mutated Expedition is important, as it directly factors into enemy scaling — and by consequence, your chances of success."
Oh well, that’s a very vague warning/statement. They didn’t say 590 gear is gonna be useless past level 2, and behind a huge grind, compared to 600 GS. Which would’ve been some critical information.
This doesn’t provide any indication how much the scaling is affected by 2 levels versus 6 levels. It’s kinda crazy how much of a damage difference can be see for such a small change
Complete joke this is, but when you add a poor system on top of the already shambolic expertise system I guess it should be obvious it’s going to be a disaster.
All this will achieve is to drive more players away, even the ones who have been patient throughout the previous few months with all the problems such as myself are losing the will rapidly, tbh I doubt I will see a mutation dungeon before the game gets uninstalled due to this daft scaling nonsense.
The already dwindling player base is now getting split even more by all the different time gates, by the time people catch up half the server will probably be done with it.
OMG this +1
Soooo tired of everyone wanting everything handed to them then constantly bitching in here that its too hard make it easier… No just no
You asked for content and you got it, now shut up and get better
please continue to be a great advert for Durex, maybe you’ll get paid one day.
the system used in Mutators is completely different than the entire game and is indeed cancer.
what i expected from Mutators was new Boss Phases for each diff increase, new Boss movements for each new difficulty and or completely new bosses in certain difficulties, also new mob move set as well.
however what we got was a terrible GS scaling system where even 1-5 GS matter a lot even tho real world different is less than 1%.
this system reminds me of games where the mobs have a invisible armor that requires a specific attack/GS to break regardless of everything else, even if your GS is 1 lower than required your gonna hit like a noodle and get 1 shot
such a waste opportunity, this game had such potential but i can see its never going to be unleashed with the team behind it.
They should remove all time restrictions for crafting(for all crafting mats - waiting 4 days for craft gear… are U joining?)… really… If someone have time one day to stay 10h and skinning monsters/killing monsters/doing dungs they should get how many emeralds/topaz etc gypsum that they want… usually I don’t have time in the week to farming… doing some base stuff, usually craft my mats cd and try to get emerald gypsum by so craft or gathering.
But sometimes I just want to do 10 dungeons with my team… why I wasn’t able to earn 10 Sapphire gypsum for that… It’s Insane and only promotes ppl who can do all activities every single day. We can’t craft more Gypsum gear box than 1 per day… so who cares how many we earn Gypsum from booses/crafting/rifts/killing etc.
agreed 100% this scaling based off gs is idiotic.
I see you didn’t even get to level 6 mutation of Lazarus, there are some new mechanics you will face even in Boss Fights.
Me and some friends finished the level 6 mutation with average 604 GS.
Using consumables at the right time, fighting mobs how you should, sometimes not even using abilities and just auto attacking, coming with the right setup etc.
There are two types of ppl who complain about this:
- Players who play this game for a while and wanted to prepare for the patch with BIS items and now they can’t because they need to upgrade their items from 595 to 600 with tons of shards.
To them I say: Start with Voidbent, push your GS to 605 (costs only about 20 shards for piece) then spam the highest level until you get better gear or more shards to upgrade your gear.
- Players who started not so long ago and still have not enough expertise or gear to even do this.
To them I say: Know your place, if you want to do high end content, get to the high end level first.
You aren’t supposed to be able to do them yet… Farm your gs up fam
Agreed. The scaling is pure cancer as is the gearscore gating.
Nope. It is actually good.
Good for a very very very small % of the population
That is a theme for the patches in this game
Please try to see outside your own bubble a small amount
Just stand up, go outside, touch grass
Good for the players who actually play the game. Have you tried it?