Feedback on Scaling Mechanic!

The way the scaling works in this game is a bit problematic for genre that is called ARPG (yes there is MMO on it, but still it is ARPG foremost). One of the key features of this kind of genre is the leveling experience and the repeatability if leveling! It is important the leveling experience to be fun as possible on these type of games, but as of now the way scaling feels that is not the case!

What i mean is when i played the beta and when i was leveling i kinda felt scared to gain levels, bc i got weaker rather than stronger (I know there is ppl, who gonna say that if not for scaling it will limit the variety of farming areas - will discuss that too) and that didn’t felt good at all and also creating the constant changing of items which in this case it felt too much. And as of now leveling feels boring and in a kind overwhelming bc of that, the way items and scaling work is that while you level you cannot be proud of an item find, like in d2 where you can find some godly item in level 5-15 and keep it for long time.(white items with good staff mods)
Maybe some players won’t feel this problems now, but wait until seasons come and you have to start over and over and all of you will be like “i want to be max level as fast as possible” and some of you will even call for pay services for xp boots and all bc leveling is boring

And why is boring? Because your character doesn’t feel progression while levels (Except ONLY WEAKNESS)! Only when the leveling stops and you can farm some items, then it feels ok now im starting to play… And to change items every 5 mins is also not good, it’s getting tiresome!

They way this can be sort out is - Create difficult 1 and 2 for example to be for leveling and there will be no scaling. Areas will have leveling ranges, but in difficult 3+ (all monsters/areas/dungeons or overall everything) make it to be max levels! This will create more meaningful leveling AND end game you can still farm everywhere explore everywhere and so on!!

This is just an example an idea, the professionals in the company can sort it out/polished it so it can work as it should!

I would have agreed with you about 5 years ago. I’ve been on your side of the argument and every time i lost. In the end it was a boon for the other games that implemented it.

the content is always relevant. you always can play with your friends. there is still tons of progression to make u more powerful.

The misconception is that progressing to different areas in the world should be tied to your level progression, but unlocking zones on the map is not why you level in this game. You level and improve your gear to progress through world tiers. You will be gated at each world tier until you gain sufficient gear, progressively overpowering your current tier more and more (experiencing the power fantasy of leveling) until you rank up a tier. Then you will struggle there until you repeat this process.

You just can’t experience that at lvl 25 in a beta which I think is why everyone is hyper-focused on this.

There are merits to a lot of scaling approaches, but at this point in time the feedback is irrelevant. It is not something that is going to change this close to launch.

My question is how often are you going be playing with someone vastly lower level to justify scaling? Not that many I am willing to bet. It makes leveling loose it’s appeal. And hard to enjoy your character power up or even tell. But good news get to max level and into end game then it won’t matter

potentially at any moment since there is events happeningin the world. also a lot of content can be done in any order. it’s not a linear experience but rather very open