My problem with their perception of scaling is that they see it as something to solve long term instead of prevent within (mostly) an operable range
Like, pick an acceptable range, and try operate things within that range of stuff
No game has ever worked, heck no system has ever worked when it’s designed to “serve” 2-digit or 3-digit and 12-digit numbers simultaneously at the same time
Accept the limit and pick a reasonable range, even games which are considered perfectly balanced aren’t perfectly balanced outside their scope of operating. They’re balanced WITHIN SCOPE of operation
Wanna see how truly unbalanced a game like Starcraft is ? - make a map with no high-ground, no valleys, no ramps, nothing, then go and see Zerg winrate on that ![:smiley: :smiley:](https://d3sh8v238hy4ki.cloudfront.net/en/d4/images/emoji/twitter/smiley.png?v=12)
I mean the first rule of paradox is => only shapelesness is unlimited… If wanna have a game that operates with a shape ?, gotta do some limits
Same with D4, pick a reasonable range of operation (30-100 on lvl1 30k-million on lvl100) and try scale/design things to fit within those ranges
Some passives proc and self-stack too often ? - reduce the “fertile ground” for that to happen
Try reduce mob numbers, or at least unnecessary mob numbers, try experiment with summoners, try experiment with mobs that deny lucky hits (whichever you try/decide be that), try experiment with elites that are resistant to critical hits and try experiment with Brutes that resist Overpower, stuff like that
Embrace limit of operation i.e. embrace SCOPE where game works as intended
Can’t make everything work, but can make selectively the “battleground” to offer some dance, and b.t.w.
It is the better decision to do/balance/restrict things THAT WAY instead of introduce some kind of a weird “hard cap” when things get out of control long before that