Light level eliminates overall enjoyment in the seasonal activities. Cap increases are absurd. Vaulting old content does not fix the big difference in power to pinnacle. The light level cap is way too catered for players that play daily. Light level needs changes to benefit those that have fallen behind.
The big increases of level cap reduces overall enjoyment every season by hurting the chances at completing high end encounters. For example, the later stages of the Contact seasonal activity and its heroic version have light level 1040 enemies that hit hard when under light level. Recommended light level for the prophecy dungeon is also 1040, showing how challenging it is when below that cap. Even when getting powerful drops, they only give 1 or 2 levels higher than the current level. A proposed solution to solve this big gap is making the powerful drops an extra level higher than before, like +2 to tier 1 drops and +3 to tier 2 drops from current light level. There is no difficulty adjusting needed and it helps get to power cap faster so that its not so much of a chore to do the endgame activities. Although this is good, the length it takes to get to power cap is big while pinnacle is short.
Vaulting past content does not directly fix the issue of power difference of soft cap to pinnacle cap. The problem with the level caps right now is they are uneven. Currently the power cap is 1050 while the pinnacle cap is 1060, all from the soft cap of 1000. The gap between soft and power cap takes longer to get to than power to pinnacle cap. A proposed solution for this could be allocating more light level for pinnacle cap than power cap. Decreasing the power cap while making the pinnacle cap bigger sets the bar for the seasonal activity before the pinnacle activity. It also allows for players that spend their time finishing getting to power cap also spending an equal or longer amount of time getting to pinnacle cap. This does not help reward players that do not play much overall though.
The current light level system is far too catered for those that play daily. There are lots players that play this game and some spend more time than others. Those that spend more time playing end up getting to power cap and enjoying the endgame activities easier. Meanwhile there are those that take less time playing this game. They want to play the game but with light level cap continuously increasing, it creates burnout or drives them away. Some of these players spend their money on account recoveries so that they can reach endgame or get the "godroll" weapon. A possible solution for this is making obtaining powerful drops slightly easier. This does not mean nuking the difficulty of activities, but rather make it take less bounties for powerful drops obtained from Shaxx and Zavala. Doing this allows for easier catch up for those that did not reach pinnacle or power cap previously.
The light level cap needs more work to be done on it in order for it to be more rewarding for its players. Seasonal and endgame activities are hard and increasing the light levels on powerful drops could accelerate players to enjoying those activities more. The difference between the soft cap and power cap is way too big and allocating more of the power cap to pinnacle cap sets the cap on seasonal activities while also making the pinnacle grind almost as long as the powerful grind. The players that play often have easier access to endgame activities then those that do not but by making the powerful drops easier to get allows for easier catch up. Although this system has been reworked once before, it still needs lots of work before it can benefit those that have fallen behind or hit soft cap.
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