With Dynamic Scaling enabled: Game difficulty would scale like it currently does in TZ’s and the be unaffected by the artificial scaling (Players Difficulty) in MP lobbies
With Dynamic Scaling Disabled: the difficulty would scale the way it currently does in MP lobbies
The only way dynamic scaling affects the MP lobby is if the lobbies host has it enabled otherwise it only affects the player that has it enabled
When you enable dynamic scaling you get an xp boost according to the monster level setting which is your characters level +1 - your characters level +8 this also scales the drop rate only in solo play as the drop rate in mp still scales according to the number of players in the game. The drop rate scale with Dynamic scaling +7 would still be a bit lower than the players 7 drop rate. Dynamic scaling in MP also does not grant the MP xp bonuses that you get with the players difficulty scaling. The only way you get the Players Difficulty Scaling xp bonus and drop rate with dynamic scaling is if the lobby host has dynamic scaling enabled
I am making this suggestion because I actually like the difficulty scaling in Diablo 4 as it also helps you level up at a faster rate due to the monsters levels scaling with your characters level progression. This means that the monsters are always a higher level than your character
Even with dynamic scaling player count would still grant xp bonuses and increased drop rates but just not giving the monsters insane health, damage and attack rating increases as all the monsters stats would be alligned with the monsters levels.
dynamic scaling would be able to scale monsters from 1-8 levels higher than your characher however the level scaling would cap at level 50 (Baals level of 60 - 10) in normal difficulty and level 65 (Baals level of 75 - 10) in nightmare difficulty. In hell difficulty the level would cap at level 99 (Baals exact level)
This means if you play with Dynamic scaling +8 all monsters in the game would be 8 levels above you untill you reach level 43 in normal, level 58 in nightmare and level 92 in hell. This also increases the base drop rates in solo play the same way as player count does in MP which means a 3 player game with dynamic scaling +3 enabled would have double the current drop rate that a P3 game currently has with with only players difficulty scaling (P3 with Dynamic scaling disabled)
With dynamic scaling also scales the monster TC’s with the level increases. this means all monsers would have a TC of 87 in hell difficulty by the time your character reaches level 82 as the monsters TC would be equal to monster level -3 (Monster level 90 - 3 = TC 87) or however Blizzard decides to scale the TC’s. Keeping in mind that Blizzard may decide not to scale TC’s at all
on a normal playthrough mlvl and clvl are typically well within sync.
for levelling beyond whats needed for baal hell kill, this is as hard of a grind as everyone wants it (maybe too easy now with tzs though)
Easy if you play ladder as that is where everyone plays now however after level 85 the xp gained falls off a lot unless you are able to play with a group consistantly where if mlvl scaled with clvl across the enire game (dynamic scaling) you would not need to rely on having others to play with on a consistant basis as you would be gaining xp fro higher level monsters. Tis would also be way better than TZ’s as you would be able to farm any area in the game and still be killing monsters that are a higher level than your character. This would also scale more than TZ’s as TZ’s stop scaling when you character reaches clvl 94 and dynamic scaling would scale all monster in the gane outside TZ’s to mlvl 99.
In TZ’s only the Unique, super unique, and Boss monsters scale to lvl 98 (does not affect hell Baal as he is always lvl 99) the Champion monsters to lvl 97 and all other monsters to lvl 96 This means after clvl 96 you are only getting good xp from the champion, unique, super unique, and boss monsters and after from lvl 97 - lvl 98 you are only getting good xp from unique, super unique, and boss monsters then from lvl 98 - lvl 99 you only get good xp from hell baal
Currently, what we need is a non-scaling alternative for over level 85 areas, for players that don’t like scaling mechanics, but understand that the difference in XP gets just too massive after a certain point to not go to the scaling areas.
A solution would be to offer the alternative (an option in the menu) of having Terror Zones be at their max available level for the difficulty, instead of being based on character level (and maybe add a few level 86-88 areas). This would allow players to farm level 85 (or 86-88) areas until they hit level 90+, then switch to level 96 TZs for the rest of the way.
Your option would make the TZs mechanic obsolete.
Allowing monsters to scale yet higher introduces more power creep to the game.
You do not understand how XP works. You only get penalties to XP for over-leveling content when you have more than 5 levels over the monster you fight.
This means that level 96 monsters always give full XP to characters level 96+. There is a small difference in XP from monsters that have a few more levels, but that’s not as significant as you believe it to be. The reason why only champions and elites seem to give any experience is that champion monsters give x3 XP, elites x5, and minions of either of those give x5 too (and at high levels you have penalties to XP so massive that you barely get any XP at all no matter the source).
Either way, TZs currently have an appropriate max level for player needs.
I am not against the idea of making TZs accessible without needing to complete the campaign, but there is an actual need for there to be non-scaling solutions for high-level farming before making extra stuff for scaling, else you are going to end up pushing the part of the community that isn’t into scaling away from the game.
This would be an option that the player chooses to enable/disable not something that is always there and youalso do get more xp from monsters that are higher level then you as the base xp per kill increases with monster levels and not all TZ’s are worth it to run so this would grant the ability to scale the entire game so you can clear any area and still be killing monsters that are a higher level than you are as after level 87 only diablo and baal are still a higher level than you outside of TZ’s as thi highest level monster outside of TZ;s in lvl 85 areas is level 87 and this option scales all monsters from 1 - 8 levels above your characer instead of enemy level capping at 87 outside of TZ’s excluding diablo and baal in hell as they are lvl 94 and lvl 99 respectively. TZ’s only increase dialos level when your character is level 91 or higher as his default level is 94 so for it to be increased in a TZ you would have to be level 91 as bosses are 4 levels higher than you in TZs so if you are level 91 diablo will e level 95
Ths option would always assure that you never overlevel the monsters TZ’s would be unaffected by this option as they already have a set cap on the monster levels
How is giving players an option of weather or not to enable dynamic scaling going to push players away from the game? It only affects the player(s) that have it enabled in MP games unless the host enables it in lobby options but if the host only enables it in their game options only they are affected by it even in MP lobbies
If you do not want scaling just play solo as there is already scaling in MP lobbies
Dynamic scaling would have 1 affect on TZ’s and that is an increased monster density as it increases monster density in all areas of the game including TZ’s
Let’s clarify that level part :
Monster level is taken into account at only two places in the calculation :
It’s used as a multiplier for base XP (XP = Mlvl * [XP])
It’s used to check for XP penalties for difference between character level and monster level. In our case, the relevant check is the penalty if the monster is higher level than the character, in which case XP = [XP] * Clvl / Mlvl.
This means that increasing monster level only increases XP gained until it reaches character level. Any extra levels increase monster power without increasing experience given.
I’ll add that the difference between a level 96 monster and a level 98 monster (the only benefit you can get by increasing monster level beyond TZ max level) is 2.1%, and that only applies to normal monsters. That’s barely noticeable.
I understand the intent of the suggestion, but without prior offering an equivalent non-level-scaling alternative for high level XP, you are guaranteed to chase all the people complaining about level scaling in D4 away from D2R. (And I insist on the notion that an alternative is absolutely necessary, as the difference between grinding a level 85 area and a level scaled area is a x20 XP difference.)
There’s a huge difference between level scaling (monster level being based on character level) and player number scaling (monsters being stronger when there are more players). The first one kills the notion of progress in a game by making the character weaker (compared to the monsters it’s fighting) when it levels up, the other one doesn’t.
Players scaling overpowers the monsters and makes skills like CE useless as the with more than 4 players due to the skill not scaling with the increases to monster health in MP and that is something else that is wrong with Diablo 2 and has been ever since CE got improperly nerfed as the proper nerf to the skill would have been capping the radius not capping the damage calculation to the monsters base health even in MP
First, all you guys ask for are buffs. BUFFs all over the place.
Then, suddently, the game is just a joke and everyone asks for players8 or scaling.
Aftewards, people will again call for buffs. This is a joke to be honest.
If it was me, I would have nerfed so many skills, and buffed some others so bring so balance into D2.
Right, and then you beat the game so you quit it’s finished.
I don’t want a D4 infinite grind where it never ends so you can use your new scaled gear endlessly to do boring repetitive stuff. Is that really any different or better? There is always an end
Adding stupid repetitive crap to the end doesn’t really make the game longer or better.
either play with a group online or play sp offline and have p8 … thats all the scaling youre getting … your bots will go broke and your d2store will be empty get over it
Dynamic scaling would not affect gear like it does in Diablo 4 as gear in Diablo 2 does not have an item power. All Dynamic scaling would do in Diablo 2 is scale the enemies in the same way terror zones do throught the entire game. When the option is enabled in mp it would also remove the players difficulty enemy scaling but keep the xp bonuses you get as the player count increases and drop rate increasees you get at P3, P5, and P7.
The players difficulty scaling is crap for monsters as it makes it where only A tier and S tier builds are able to kill efficiently in mp games
Having the monsters scale dynamically will also be a lot better for leveling as that increases the base amount of xp gained per kill unlike players difficulty scaling
nerf into oblivion blessed hammers, cold mastery, light fury, corpse explosion, teleport skill and enigma , conviction, crushing blow and increase mana costs 3x
i’ll bet you no one will cry anymore that the game is too easy and have full builds 1 week into the ladder start.
What does that have to do with dynamic scaling? Nothing at all and by the way CE is fairly useless in mp as it does not scale with the HP bonuses that monsters get
Somehing else I have said many times is that we need at least 1 shield that with a level requirement of 25 or lower that all classes can equip that is able to have 4 sockets as the hammerdin has a choice of 5 shields to make Spirit in that not only have a level requirement lower than 25 but also have str requirements that ar lower than the shield I have suggested to allow to get 4 sockets which is able to be equipped by all characer classes in the game. The shield I would like the be able to have 4 sockets is the Dragon Shield which has a level requirement of 25 and a strengh requirement of 91
This also has nothing to do with the topic of the original post but is a reply to the quoted post
Please try to stay on the topic of the original post