The goal of Monster Power is to give players the ability to scale up how challenging enemies are in each difficulty and, in return, get some pretty cool bonuses to adventure stats as well as the opportunity to earn bonus items. Different players have different play styles, though, so we added 10 power settings so you could decide what challenge level is best for you. For some, MP5 might be best. For others, MP1 or MP2 feels right. If you’ve got a lot of supporting gear, maybe MP7 or MP8 is your so-called “sweet spot.”
What we didn’t want to do, however, is make players feel like they absolutely needed to play at the higher MP levels in order to get the best rewards. This is one of reasons that we didn’t add in Achievements for Monster Power, too. We wanted the primary motivation to be the challenge and finding a level that you enjoy. I gather from your post that you feel the bonuses given for challenging yourself aren’t really worth the effort, but my question is what would you change about it? (Keeping in mind that we don’t want to force players into the higher MP levels.)
Well for one, your scaling of Inferno is probably THE most retarded I've seen in my history of gaming adding super artificial level of grind. Wouldn't it of been better to keep within the numbers of Normal->Hell and properly balance the game in such a way where skill builds remain viable and not force crit damage and crit chance upon players. Maybe cap it, nerf it and put some of those numbers on the actual skills.
I mean who's bright idea was this on monster health scaling...How did you even come up with that number? All you essentially ended up doing is lowering the amount of people playing online.
I would of just kept it simpler:
First off no MP10, only MP4, makes the prospect of adding it to matchmaking possible.
MH: 175, 250, 325, 400
MD: 125, 150, 175, 200
On all difficulties including inferno, revert that 70% from player joining back to 75% (optional). Then properly balance and fix the skills. The normalization of resistance and the percentage bonuses from previous "core" skills makes this possible.
Simple, effective and easily understandable scaling.