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Set leveling up not to apply to the difficulty within a mission


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Not sure how to phrase this and I don't have a solution for it.

 

If the team leader is level 10, the enemies are based on a level 10 mission.  If the leader levels up in the mission, they and everyone else levels up.  So now the team is a level higher than the mission.

 

It would be great to have a setting so that you  did not level above the mission level while in the mission.  Either have the enemies gain a level as well, or have the leader remain at the level of the mission.

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14 minutes ago, DougGraves said:

Not sure how to phrase this and I don't have a solution for it.

 

If the team leader is level 10, the enemies are based on a level 10 mission.  If the leader levels up in the mission, they and everyone else levels up.  So now the team is a level higher than the mission.

 

It would be great to have a setting so that you  did not level above the mission level while in the mission.  Either have the enemies gain a level as well, or have the leader remain at the level of the mission.

The only way to have this work would be for either the leader to shut off XP during the actual mission or to perhaps change the leveling system so your "new" level is only reflected once you actually train up.  Alternatively, someone could run ahead and spawn all the enemies before defeating any, so their levels are set.

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Without overhauling the game's leveling system so that we don't even get the combat level shift we currently get for gaining a level, the only way to really do this is to make enemies levelless so they are always the same functional level as you like in the invasions/raids. The problem with that is that while it works well for higher level factions for the invasions/raids, it doesn't work as well for lower level factions that lack the ability to effectively fight higher level characters. Another problem is that since enemies would be levelless, after completely reworking most of the factions in the game to be able to accommodate that change, there would no longer be any higher level enemies in those missions. (They can't be higher level than you if they have no functional level to be higher level at.) And several enemies are set up to always be higher level than the missions they are in. Including many EBs and that Nemesis lieutenant class mob that is always purple to you (unless you outlevel the contact).

 

So there are some options here:

1) The team/player turns off XP prior to leveling (like when they get on their 10th bar but before it fills). (You can set up a macro/bind to do so.)

2) The devs remove the combat level gain that is awarded upon reaching the next level experience wise so you stay the same level until you see a trainer.

3) The devs place a level lock like when doing an Ouroboros Flashback on all missions so that the player/team stays at the max level for the mission. (Which wouldn't help you if you started lower level than the contact's max level.)

4) The devs completely overhaul almost every enemy faction so that they have no levels and have the correct availability of powers to challenge players based on their levels.

 

I'm not a gambler, but I'd say option 4 is off the table. And option 3 requires all the contacts and their missions to be reworked to function like Ouroboros. So that only really leaves options 1 and 2. And we can already do option 1.

 

Edited by Rudra
Edited to add "really". And again to move period back to moved comment in original pre-submission review, and add "effectively". And yet again to add macro/bind comment.
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1 hour ago, Saiyajinzoningen said:

option

#5 teams are exemped down to the level of the foes in the mission

The thing is, IIRC, not all enemy groups are spawned until you roughly reach their spawn point, so they use your level to determine theirs.  Probably the easiest solution would be to hard-lock enemy level to that of the initial mission itself.

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