Level scaling is a gameplay conceit used in some RPGs to provide a continuous, consistent challenge to the player. As the player's character rises in level, aspects of the world will change to accommodate that character's growth. The most basic form of level scaling will increase the level of the enemies encountered, allowing their power to grow in step with the player. However, level scaling may also influence other aspects, such as the type and quality of loot found or the availability of certain quests.
I just finished the main campaign after 50h and, although Im pretty happy with the game, I find myself hating (again) the concept of Level Scalling.
My Corypheus was two levels above me (I was 17) and Im pretty sure that if I spent more time ingame and arrived at the end fight being level 25, Cory would be the same two level above me or something similar and the fight would be just as hard/easy.
This kind of mechanic annoys me a lot, because it doesnt reward the player that invested more work at the game. Aside the story, theres no point in trying become stronger if every monster power is based on your current power. DAI try to make this level scalling very subtle - some zones stay lower than you - but in boss fights we can feel it and is always the same...
Why cant we have Cory at level 30 always (or the maximum cap) and you have to be close to that or be a very good player to win the final battle? Why cant the player fail and be forced to improve his party?
The impossibily of failure is also felt in every battle. You can always run away and your companions will just teleport to your side seconds later, even the dead ones. This make the combat kind of pointless and without consequence. Why cant my companions die permanently? Do the DEVs think we cant handle the concept of death?
This trend of level scalling and hand holding is in almost every modern game and its making my hobby a lot less plesant.
After reading some coments, it seems my rant was wrong. My fault.





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