when they announced difficulty scaling i was excited, when i learned what it was i was disappointed. 5e uses a number of non-linear scalings to keep things balanced and simply applying a linear difficulty adjustment will push the game farther away from 5e and have unexpected consequences. those fears have been realized. luckly i had an encounter that made the analysis easy. while traveling the party was ambushed by 5 thugs. 3 of the 4 characters where asleep, by the time i got the party awake they were surrounded and taking hits. to make matters worse the initiative rolls resulted in all five of the thugs being back to back, so that when they downed a character the rest would pile on and deplete the death saves to kill it. even if i was not surprised or asleep the encounter was way off the rockers. in Cataclysm mode the CR 1/2 thugs [MM p350] became equivalent to CR 2 berserkers [MM p344]. using encounter difficulty calculator the encounter became 4.5 times harder.
what TA needs to make real combat difficulty scalings is follow my original advice and simply add more foes rather than change the existing foes stats. if the number of thugs had been increased from 5 to 10 then the scaling would be 2 times harder and a lot more interesting and fun. really get a chance to use those AoE spells.
Cataclysm mode: 2xfoes
scavenger mode: 1.5xfoes
regular mode: 1xfoes
easy mode: .5x foes
or something like that
yellow flower of courage
yellow flower of courage