Enemy Level scaling

Blizzard, Please add a way to disable this

I went back to the original version of Diablo III on PS3 because I extremely dislike the mechanic

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First of, they won’t, second, why? It’s a change that would be entirely irrelevant since the enemies don’t pose a threat anyway.

I am sure they will get right on that for you or will they.

Even if they do, it doesn’t make sense to return back. Loot table scales up and there are barely a few items worth targeting below level 70.

If you’re not happy, open a game with a low level character (15 level spread) and let your friend join you then change your character to a high level one. It will lock the session in that very same level you opened the game with. It was something like that, people used it to farm Ethereals.

Lol is the game too hard for you? Maybe you should stick farming on Normal…

I have to echo with the otrhers and ask why. Seriously, why should it be removed? And if not by level, by what metric should they scale?

Once you get a basic build set up, you can already steamroll anything even on T16.

When I started playing around release Belial killed my monk on normal difficulty really easily. I had to start a new character. Same happened to it too. Expert players laughed at me. They still laugh at me for not playing the game like nolifer and not being able to crush T13 within 2 hours in yellows, not being able to level on T6.

Pretty sure “expert players” don’t know you exist.

One of the best arguments for including leveling enemies is to always have some sort of challenge no matter where you go and thus keep the world alive and in the case of Diablo also to push the item levels up.

But just in such a mechanic is also a little devil for a perceived better RPG experience.

Because if everything is constantly scaled, then the feeling of getting better is completely lost and it also destroys a certain world structure, because you never have the impression that I have grown out of here, etc…

In a Diablo game, a certain amount of downward difficulty per act should definitely be present as well to give the game at least some semblance of RPG way.

In other RPG genres, such levels of enemy difficulty are very important to make the world make any sense at all. Here, the zones must be divided, otherwise it is not much fun and massively destroys a certain element of the role-playing game, which as a player is perceived as very annoying.

Of course, this also raises the question of how it will be handled in Diablo 4.
I hope it scales everything only to a certain extent, to give the world building depth, especially now with open world principle, this is important.
I as an RPGler need the feeling of somewhere to grow out and without danger to be able to go through.
When I use the difficulty levels in D2, I know that in Normal I won’t find any enemies that would threaten me with a higher char and better equipment.
If this were not so there, a very specific charm and progression would be torn from the game and would greatly weaken the principle RPG.
How will this be solved in D4 then?
If it goes according to RPG mechanics, the world would have to present a difficulty chain according to zones. If I go back later, it will be much easier and if I go too far ahead, I will be brutally beaten down. Like going from Act 1 to Act 4 in D2 with a small weak character.
If that goes away, so does a very important part of an RPG mechanic, which will very very quickly make the game monotonous and the world unappealing.

Are there any statements about how this will be handled?

These being Diablo games we are speaking of I suspect it will continue to be level scaling in D4 similar to how it is in D3. I would expect they will have acts during the campaign/story part to funnel people through the right areas at the right times of course. In Diablo games it’s not the gaining of levels which provides the feel of growing stronger as the enemies scale up as you go. However, the sense of power gain comes from the item hunt. Finding that new rare, or gods willing, legendary item which gives you a nice bonus to damage for this or that skill, which you can now use to decimate your foes, for a while until you rise to the point they are challenging again and requiring another lucky item find to gain ground against them once more.

Items, particularly the affixes on them and the powers that legendary provides, have a much larger impact in Diablo games than in most other RPG or MMO games. Combining the right arrangement of affixes to do the damage needed to progress has always been and likely will continue to be the key to success.

I have the vibe that they will keep the level scaled areas and separate them from the non-scaling areas. My estimation is corrupted towns will always scale with character level while the surrounding areas do not. So when I cleanse the area I will have the opportunity to farm the nearing areas with less struggle.

For the case of Diablo 3 however it’s too late. All loot levels up as you gain power, so are monsters. Better luck at Diablo 4 and Diablo Immortal just ahead maybe?

Last I saw was that scaling monsters would be a thing, as I understood it more or less the same system D3 use.