
Originally Posted by
Lucavi
I've been explaining this to many, and its frustrated just about everyone I've talked about it with. SE's version of scaling and "balance" seems to be simply leaving HP values the same, but scaling attack power to the next few level "tiers" for stars. All this ends up doing is pushing the battles from a quick walk in the park to a "KILL THEM BEFORE THEY KILL US!" zerg-fest. The fight's aren't any more fun. You aren't locked in a dramatic, long series of battles. Hell, there isn't even any tactics involved outside of hitting them as hard as you can, and getting ready to get killed.
They should have raised the HP by large amounts for each star, left their attack power the same as if they were on 2-3 stars, and either slightly raised their defense or kept it the same. Players should be able to hit relatively accurately, and for decent numbers, but the mobs should have so much health that the fight takes awhile, and so that players are forced to use strategies as the battle becomes a war of attrition.
I'm sure they'll eventually patch it when they decide they're ready to put the time in to balance it, but as of right now, its annoying to know exactly how little effort they have put into (this current version's) scaling the difficulty of 4-5 star leves when all it is is massive attack power with just about the same health.