Level scaling is the worst idea of this century

I don’t like lvl scaling when you have harder world tiers and nightmare sigils that pump up or lower the challenge if you do one Lowe Ethan your lvl why do you need lvl scaling seams like a pointless exercise that will always annoy half your fans

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If your character is getting weaker as you level up, that’s a major skill issue on your part. My character doesn’t get weaker and I enjoy the fact that I can do content everywhere on the map.

TLDR; Git gud.

Ive never played a game where my character becomes weaker after leveling up.

It does and doesn’t. You get more skill and/or paragon points which can make you more powerful, also new gear and aspects. But they won’t make you powerful on their own, you have to engage your brain to make your build. If you aren’t making and tweaking your build then yes, you get weaker. But this game is about making your build, so you’re expected to catch up through active effort.

Whats the point of leveling up?

Skill/paragon points that give you the tools to gain more power. Think of it like gold and wood in Warcraft - they don’t make your army powerful until you spend them on something that does.

You aren’t getting weaker. You are not gearing up. So lower it down to tier 1
Or learn to gear up.

Use vendors, swap stats, upgrade strong items.

I have completed the campaign 3 times now, about to finish my 4th. Not had 1 issue. Keep a 1 to 10 ratio on crit strike and crit damage. Always go with bigger damage numbers and armour.

That’s it. Ez. Gl kiddo :+1:

I agree level scaling is terrible, all forms of scaling are garbage in my opinion.

You should never become weaker when leveling up and I think they got this right in diablo 3 for example where the initial scaling of mobs when doing the campaign is fine.

Then when you move on to higher tiers of difficulty the mobs are static and you overcome that with getting new gear and changing your build.

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See the post above yours. :+1:

It is exactly like d3, as you level you need higher level gear… :neutral_face:

Scaling the mob world is really a problematic thing for a roleplaying game.

You can certainly include scaling, but then with a gradation and a rather clever division.
The advantage of scaling is that every corner of the game currently always puts a suitable mob in front of your nose.
But that’s exactly the disadvantage again, if you want to grow out of something and make it feel like an RPG, which it hardly does.

Graduation would mean that the mobs scale for a while, but then the scaling gets weaker and weaker, which stops at some point at level X and the player grows out of the zone.

Wise splitting is especially important when you split the zone into some sort of ring mode to accomplish multiple goals with it.
First, the zone remains attractive later on, and you can expand it with heavy content without it looking like a foreign object.
Secondly, there is a natural difficulty increase in the zone, which also allows new characters to slowly grow into something.
Thirdly, this zone still offers the feeling of growing out of something and having rest areas where you are simply superior.

A good method for this would be to take a busy town/village as a starting point and create mob difficulty from it in a ring shape. The closer the NPCs are to that town, the faster they will be easy. Then comes ring 2, so further into the wilderness and there they are higher, ring 3 it is again further away and it becomes harder. So it goes accordingly so far that you still have your valuable enemies in the zone then very far away from the Zuvilization even at a maximum level.
This should not seem generic, but naturally merge into each other and authentically so that you just like on an adventure more and more into dangerous areas.

If you do this wisely, you can even tie nice tasks to it as a great adventure.

This would provide scaling, the zones would stay good later on, and yet you would still have the feeling of playing an RPG.

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Roleplay on Diablo? Lmao

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Bad argument, this is why difficulty selection exists in many games.
You, the player, can select the difficulty you wanna engage with. The game should not force the difficulty on you.

If I wanna go in a low level/difficulty zone and one shot everything, I should be able to do that.

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