I keep seeing this comment and I disagree that this is as big an issue people are making it out to be. Blizzard addressed these concerns with a video a month ago with some charts to show you how levelling up affects scaling.
It’s really not as bad as people are making out. They say out loud they know the concerns are the player feeling like they are getting weaker as they level up. First off I want to remind everyone the lvling experience will likely be a tiny fraction of the hours we end up spending on that character. When you reach max lvl, scaling essentially ends for you and mobs are always going to feel the same whenever you fight them.
Here is the first chart they show which shows damage reduction expected from armour at certain levels. The curve is stronger in the early levels but starts to even out past about lvl 30. I personally really doubt that the items I’m collecting throughout my lvling experience, don’t have significant jumps in power that outweigh this.
The next chart they show is damage reduction contribution per 1 point of armour. Again the curve is more aggressive in the beginning and levels off towards the later lvls. It’s basically showing you, you need a lot of points of armour in end game to feel strong. This is a good thing imo. Making the world viable for end game farming is a really cool thing and they did it without having to raise health bars stupid high and have damage numbers be stupid high. Instead this keeps numbers in check and nice and low.
There is a 3rd chart after you can look into yourself. Basically you get what I’m trying to show you here. I understand people being concerned about this but also think the lvling experience really isn’t a huge deal that sometimes when I lvl up the monster feels a bit tankier.
Worth watching the entire conversation to understand their approach on lvl scaling. It’s when Meng Song starts talking. Here is the timestamp.
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And you think people will understand it better now and change their oppinion because you show them what the have been told 100 times? Well hope dies last as it seems .
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Lol most people don’t know but act like they do or they already knew. And then they come to forums and make posts with little to no information on the subject.
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Player armor/incoming damage is only one factor, I’d be curious seeing information on how mobs are scaling (i.e. their health pools relative to player damage output, and their damage output).
Don’t forget loot drops aren’t on toon level so you scale a bit slower then the enemys but things can change after release because afaik the leveling progress will be slower too.
What, What?
You have misunderstood their approach.
The damage reduction is a replacement to making health pools bigger and damage numbers bigger. Instead if you have damage reduction that scales up on the monsters as you level, you don’t need to have a bigger hp pool on the mobs. Just increase their DR.
Then the player receives more damage from enemies because their DR contribution per armour point goes down each lvl. So they will receive more damage without having to increase the monsters damage numbers.
Get it?
That’s a part of the problem because the same enemys on lvl 5 have more hp then the same enemys on lvl 25 and more DR. At least in the beta events this was the case.
Still you take more dmg and deal less dmg to if your char stats rise slower then your level progression.
Mob health pools and damage output are increasing as they scale higher (as the player levels). I’m not sure if you’re actually making the claim that a base level 5 mob has the same health as that same mob scaled to level 50. It doesn’t. When the mob scales higher to match the player, its health-pool increases and its damage output increases. The armor effectiveness curve is only one factor at play in the equation.
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Which enemy had more hp at lvl 5 than lvl 25 enemy?
And honstly why do you care about a lvl 5 enemy you will be past that so fast.
D4 isn’t really a game for people that enjoy lvling. That’s been every other mmo or arpg up till now.
D4 is a game for people that enjoy end game. Honestly who really cares about lvling.
This is what Blizz have to be careful about. The main cornerstone might be “play your way”. But if “your way” is to enjoy the lvling up more than anything else. Then you’ll have to sacrifice certain traditional parts of this experience.
You can’t have a viable end game world that can be utilised at all lvls, without scaling.
You can’t have cheap respec, without people changing their build every balance patch to the latest meta.
And you can’t have free trade without RMT.
Blizzard need to make a stand in certain circumstances and so far I think they’re doing a great job.
You know why this is stupid…because a level 3 will one shot a mob. And a max level will take 3 to 5 hits or using a strong talent skill. Even in full leggos since we got to experience that in Beta.
And if that was the case (It was in Beta)…then we will see people selling “Power leveling” where a lower level chars just power levels a higher one.
This happened in WoW, with level 15 priests killing stuff to level max level players 10 levels.
Second thing is, it just feels bad. They need to make it feel good when you level. Sometimes it does, most times it does not.
If it feels good, then I have no complaints.
This is a fair comment.
But there are ways to tackle it.
Don’t match players in the same world with players that are more than 5-10 lvls below them under any circumstance.
When in a group with a much lower lvl, scale down the xp the higher lvl receives depending on the lvl of the person they are grouped with.
I think I just fixed it.
People said the same thing about WoW when they started with level scaling and here we are after getting raid tier gear absolutely slaughtering crap
Except in D4 you don’t need raid loot. The loot that drops from any NPC and the skill increases are plenty to get stronger as you level. There might be a level or two where you feel a tiny bit less powerful. That isn’t worth talking about though
I tested this with polar bears outside the little camp in the north east. There always spasn two and after you got rid of one i was able to kill the other and count the dmg. I did this at level 5 and lvl 25 just for testing and the lvl 25 variant of the bear had more hp.
I just tried it because I had a gut feeling and wanted it to know nothing else ^^. I played Barb and Druid without issues so I don’t care about mob scaling I just kill them sooner or later ^^.
A lot of people do. There are even people who bought D3 just to play the story part . I know hard to beliefe but they are there.
That’s a bad idea because one of the biggest plus points is the ability to play with friends no matter the level difference. I don’t want this scrapped because some people are butthurt that level 5 players kill level 5 monsters faster then lvl 25 players kill lvl 25 players who don’t understand the scaling in the game.
If it took you 3-5x longer to kill things at level 25 than it did at level 5, you must have been one of those people who equipped anything with a higher item level regardless of the stats. Or, you had your skill points scattered all over without focusing on anything.
I don’t really see how that could be possible otherwise as my experience on all 5 characters was completely different.
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This socalled weakening with level claim is nothing one can take seriously. You are continually meant to find new drops as you rise up, and you continually gain new skills/passives that makes you stronger.
The scaling is a good thing as it is.
I did not find this to be true in the both Betas.
Even though the drops were accelerated, getting well geared, you will dominate trash mobs, deal very well with Elites and get challenged with bosses.
Now let’s see if that holds true in the later stages of the game. I suspect it will.
You can blame this on most of the interviews and marketing videos blizzard keeps putting out. You seem to have fallen for their nonsense as well.
If you have a critical eye you’ll notice they aren’t actually saying anything meaningful most of the time.
Like the video you posted doesn’t mean anything. Player experience and perception are the only thing that matters.
If somebody says they feel weak in the game as they level and you insist that they really aren’t you’re talking over their experiences with the game. You don’t really have a point you cannot argue against what somebody is experiencing in any meaningful way.
You’re just trying to gaslight them into believing their experiences aren’t accurate and that because the developers have a scale of numbers then they must be wrong.
I played Barb and Druid in rare 8yellow) gear without issues and it droped left and right. If Blizz now reduces drops and you run arround in magic items and only have 2-3 rares and maybe one legendary things change drasticly .
At the end of the day it’s all in Blizzards hands because if they ruin the droprates the forum will explode and rip Blizz a new one.
At the start of the beta when I didn’t know what I was really doing with skill selection and wasn’t paying much attention to gear selection (I was just trying to see as much as possible and try out as much as possible) I definitely felt like I was getting a bit weaker while leveling. Toward the end of the beta when I was being more optimal with my build and gear it became less of an issue. I just don’t think this is going to be as big an issue as people are claiming.
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It is sad when people have to go to these lengths to explain how scaling isn’t bad. Thanks for the post but I doubt people complaining about scaling will actually take the time to view this in its entirety to make your effort worth it.
Everytime I see someone complain about scaling, they are just a in my eyes and don’t know what they are talking about.