Just wondering how everyone else feels about being punished for leveling up?
I get the reason behind scaling.
But It’s not fun to feel like I’m being punished over time as I level up while failing to find any better gear.
Just wondering how everyone else feels about being punished for leveling up?
I get the reason behind scaling.
But It’s not fun to feel like I’m being punished over time as I level up while failing to find any better gear.
Hour 20 feels the same as hour 1.
I’ve had zero sense of overpowering anything thus far (lvl 48) Sorc.
Every fight feels nearly the sam, finding a good piece of gear only leads to disappointment when it still takes just as long to clear.
I’ve never been bored while leveling in an Arpg until now.
Only thing keeping me around is wanting to get my moneys worth and hoping it improves, not very hopeful though considering how vanilla everything’s been so far.
Needs serious tweaking imo.
Scaling is fine… i just dont understand what else they could do?
Make act 1 on WT2 completely worthless after 30 minutes? All those dungeons completely worthless after 20 minutes… until you are level 50… Force you to go back to the stone every 20 minutes to swap between WT1 and WT2?
What is the better solution?
Not my job to figure that out, it’s been done far better before, all I know is what they have here sucks.
I felt real progression after level 60. Before that the scaling was noticeable. Past level 60 when you’re in WT4, getting ancestral items, and beginning to reach key paragon nodes is where character strength takes off and scaling no longer makes it feel like you’re treading water.
I don’t recall anyone ever wishing in large numbers that ARPGs scaled all the content. I don’t see why everything needs to scale so high. Why scale everything to 95? Why not cap the scaling and keep the real difficult content behind nightmare sigils? Idk
Is that scaling? or is that damage issues?
Are we blaming the correct thing here?
Idk… my javi zon in d2 two shots diablo and baal in hell TZ… so its not like there isnt an example in previous diablo titles…
No idea how to fix it, but the current system makes one feel like a peasant, even if power level increases.
It’s… fine, but it’s kind of irrelevant. I pointed this out in another thread, and while it might be a controversial take, I genuinely feel as though games like Diablo should go the Destiny 2 route and remove leveling altogether and expand on gearing systems instead if they’re going to do level scaling, because the concept of power progression is fundamentally eroded with something like that. Destiny 2 feels a lot better to play when you’re not having to worry about leveling a character up and can immediately start focusing on gear builds.
Scaling is an absolutely lazy way to design a game.
The alternative to scaling is:
Lilith does none of that. It’s all homogenized garbage.
Progression to level 100 should be similar to progression to level 50.
The crux of any game should be about creating a fair and balanced playing environment, where no player is denied the opportunity to fully explore and enjoy all that the game has to offer due to unjustifiable time commitments. For example, many players will never be able to experience T4, simply because the time required to attain it is beyond the reach of the average player. It’s not feasible to expect players to dedicate years of casual play just to unlock T4 and access new content.
The remedy lies in recalibrating the leveling progression system. The journey to level 100 should mirror the current system up to level 50, but with an amplified challenge in obtaining unique items. This creates a level playing field, where the thrill of discovery isn’t biased towards the time one spends in-game. In essence, both the casual gamer and the hardcore enthusiast have an equal shot at unearthing these items; the latter simply has more attempts due to increased playtime.
The beauty of this approach is that it keeps the element of chance intact; the thrill of stumbling upon a rare item is preserved, and it’s an experience that every player should be entitled to, irrespective of their playtime. But as it stands, the current setup unjustly deprives casual players of even the slightest opportunity to engage with T4 content, which is fundamentally flawed.
In conclusion, to enhance player engagement and satisfaction, games should strike a balance between time investment and reward. They should ensure that all players, regardless of their availability, have a fair chance to experience all aspects of the game, without any content being locked behind unreasonable time barriers.
I’m sure it’s more then one thing.
-Item drops mostly being below current level.
-resource generation, constantly running out.
-mobs health pools.
-mobs CC far to much far to early
-skills don’t feel very interesting (to me)
-very little sense of progression in a game all about bigger numbers.
the problem I se if they had gone a different route, like someone said here about zones having their own level, is that if the zones would not scale to max as now, every single person would be eighter only doing the dungeons that would still scale, or every person would be cramped up in same zone, what would make even more lag.
Okay so… just so i can understand. If most gear now becomes an upgrade, or at your level… then you are done with the game in… oh idk 15 minutes as you hit power cap. But I get it, there definitely is a balance somewhere in there.
One of many, confusing beyond belief, systems or mechanics in game, that make me think that the people who made this understand 0% about why people play ARPG games.
Scaling has been working fine for me.
After getting into WT4 I got a lot of initial gear upgrades from Sacred to Ancient. This was a huge boost, especially once I got a 800+ weapon. Over time I continued to level and things like my Attack did start to scale lower, but this was largely offset by my Paragon board gains especially as I leveled Glyphs. Each time I level I gained an extra 5-10% damage boost or more typically (unless traveling to a new cluster). This also includes the ocassional gear piece upgrade, as I’ve had a number where I took a 3/5 good stat item and replaced it with a 4/5 or 5/5 good stat item.
So playing the game, leveling in Nightmare dungeons and leveling Glyphs which scale not only my current levels but past levels with Glyph leveling, I’ve never felt like I’ve lost power while leveling. I’ve gone from 300k opening crit/overpowers to 1.2 million opening crit/overpowers over the last 20 levels or so (Pulverize druid).
Huh?
No it’s just I’d expect level 49 monster to not drop level 40-42 gear 99/100.
How would getting level appropriate gear make the game end in 15 minutes ?
Well in D3 when you start steamrolling stuff you would move to the next tier of torment, they had 16 levels of torment. So I guess they couldve done way more world tiers without scaling and when it got too easy and your xp gains werent keeping up with level requirements you would move up a tier?
I like it, but since gear is too random, it might be annoying sometimes. I wish they added something to prevent leveling, so you could just slay monsters for loot only, not worrying about leveling up too much without a proper gear.
Being able to bank levels might work, or help some.