This guy is a massive degenerate and doesn’t even realize it lol
For up to Lvl 25 the scaling feels not good after that it become more and more weak!
I am lvl 65 now easy run keystones where mobs 70+ I do it still I turned 60+ so the scaling does only matter at the first few lvls. After that you become way to powerful and I don’t look in any guide or something…
He’s not correct - by level 50 i had at least 30+ Legendaries.
Level scaling makes every area really feel the same, even the starter zone. I don’t get the point of it.
i feel like the idea of all regions being at ur level and being able to farm where u want is very cool… but the way everytime u level up up ur character feels weaker and weaker is kinda messed up. Level scaling definitely needs some changes.
I wonder if allowing us to pause the char leveling temporarily, to be able to grind at a fixed level until better gear drops, and reenable leveling at will would be a solution to this.
Of course, this would mean no skill and paragon leveling at the same time.
It’s overtuned. At some stages I do not want to lvl up as I haven’t replaced my weapon from 3+lvl ups ago.
While you can’t be powerleveled in 30 seconds to max level you can still twink your character and roll through stuff at the beginning.
And I’m not talking about just gear, there is also renown benefits.

But it has a NG+, or it has something that could take that role. World Tier.
World Tier 1 could be no scaling (campaign mode), Tier 2 and so forth could be as it is. And if you like playing World Tier 1 with scaling, well guess We need a world tier 0 with no scaling.
This would not hurt those that like scaling, but would benefit those that don’t. Win Win.
And having the ability to turn scaling off would make everyone happy. Would have been perfect. But that would have required Blizzard to make the zones with a level in mind.
100% agree with this. That would keep the elites happy, and not brutalize the casuals.
It’s not about the difficulty is about scaling=gear .
You constantly doing the same thing until last lvl , it’s like a game designed for people with Alzheimer’s and if you don’t upgrade your gear every lvl your upgrading your difficulty.
Look at this your getting a Good weapon that gonna help you for like 10 lvl’s in any kinda op rpg Like Torchlight …Titan Quest…Grim Dawn and i can say many of them .
Look Diablo now . Your getting a good weapon and within 3 lvl the scalling with the Health-dmg is make the weapon inferior due how the stats working .
My biggest issue is clearing enemies in WT1 is slower than clearing enemies in WT3 and WT4 once you get there. Early game is a serious slough. It’s kept me from even bothering to level up a different class.
It wouldn’t bother me a bit if enemies had less HP on WT1, and had a bit more HP on WT3 and WT4.
I’m not gonna waste any time with league play in this, and I generally play leagues in ARPG games when they’re available, because the idea of having to completely redo the renown board and level up new characters from scratch is just too discouraging for me to even bother.
Blizzard really needs to address this.
I would be happy if they took the game down and came back in 2 years with a better product, this isin’t worth $80+
Once you get some gear combat improves immensely.
What level is your character and what are you having trouble killing?
I’m level 60. It’s not that I’m having trouble killing mobs but I feel stuck build wise because so many other skills on my chart are simply useless in general let alone with added scaling difficulty. I agree. Get rid of scaling or start buffing weaker skills that have no reason to exist.
When my rogue was level 48, he was using level 25 weapons, because I literally couldn’t find a weapon that scaled to my level, the damage was terrible, but once I got to WT3, and found sacred drops, as well as the paragon board, the game got a whole lot easier. There’s literally no reason why the early game (story campaign) has to be such a terrible experience.
I agree. I can’t stand level scaling, and I think it ruins one of the fundamental pillars of top-down APRGs: Power fantasy.
I should feel powerful most of the time. And if I don’t, I should be able to grind for levels and better gear. I should also be able to control the ‘difficulty’ anytime by either rushing ahead for a challenge, or taking it slow and grinding to be OP for the next boss or dungeon.
Grim Dawn did it right. It has level scaling, but it’s also bounded. ie: The first area is level 1-7, the next 5-10, etc. There’s a little overlap and once you are about 7 levels above the monsters, they no longer give XP.
Some optional dungeons stay at or slightly above your level, too.
I agree. Scaling is the pits. Sucks all the tension and drama out of the game leaving a bland, sucky open world (same thing with ESO).
I remember with fondness going off to fight in the hard levels, hiding behind fair maidens and big things called “trees”. Often got killed, always a challenge. A challenge of my choice, not devs.
But IMO it’s the second-worst thing, the worst being the chance of a chance of a chance reliance on RNG.
Then no economy.
It’s feels like it was built by control freaks. Lovely polished world, just no soul. Not yet at any rate.
I honestly think the level scaling was put in at the last minute dev decision to make the game play seem longer before running out of the very limited content that actually makes the core game.
What I mean is a lot of players were done with all of the main story within hours on the 1st day of early access.
Then by launch day people had already capped WT4. People asking in game chat what to do next because it’s already boring.
This is also why they are nerfing things. To slow you down.
So it’s all just to make the game seem bigger to any of the journalists, reviewers, streamers, etc. It’s all marketing.

This is also why they are nerfing things. To slow you down.
It’s not a terrible idea, it’s just not enough. Contrary to the folks intentionally misunderstanding the issue, it’s not that the game is too hard, it’s that the game is too easy. Levels come too quickly relative to gear, especially when character power is (especially early game) entirely gear.
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Make levellinng take 2x or 3x longer, and you’d be in a particular level long enough for your gear to catch up.
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Narrow the item level ‘window’ for loot in lower levels: i.e., drops should be closer to monster level more often (not lvl 24 mobs dropping lvl 16 items).
It is currently easy as hell to get yourself in a situation where you’ve leveled to a point where you can’t do the content to get more loot, if this hasn’t affected you yet, play more - it will.
Then, late game, you get the other side of this coin: mobs scale up to 95, but you’re done getting gear upgrades somewhere around 75-85, so those last 10-20 levels you’re just getting weaker and weaker (aside from paragons and glyphs).
That one’s easy: just stop scaling monsters past somewhere around 80. You want higher-level mobs, you run nightmare dungeons. Or, add another item tier or two past item power 820, so gear upgrades continue into the very late game.
They should disable scaling for players below max level and once you reach mac. level, there should be level scaling that turns on automatically. This way old content can stay relevant.