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Let's Talk About Balancing Levels Bioware


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#1
Enesia

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All right so Bioware really made this game super screwy. I don't mind you know lvl 8 mobs here and there in the Hinterlands. What I am talking about is the really screwy unbalanced levels of the game with the missions.

 

Bioware must have known that when you were in Haven, that you got two missions Stormcoast and the Missing Soldiers. So I assume those are safe level missions. Apparently not.

 

I decided after doing the Stormcoast and the Hinterlands is my easily most hated map, I got to lvl 9, and I did most of the Hinterland quest that I could do and decided, hey I'm going to do the Missing Soldier missions. Turns out there is lvl 11 mobs right off the bat and nothing below that.

 

Erm....Bioware must have known that some people at lvl 4 or 5 would want to do the Missing Soldier quest. It be nice too if like the Main Quest missions, the minior missions like Stop the Venatori in the Hissing Waste, or Crestwood mission, or the Missing Soldier mission had Recommended levels on them too. How am I suppose to know coming from the Hinterlands that the missing soldier quest is for lvl 11 and above? 



#2
In Exile

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These are gating encounters. The "old school" games that are so often venerated were rife with them, which is what made them not so open world. The mobs are there intentionally to guide players to other quests and encourage them to get stronger for later on. This is not always an appreciated design choice. 


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#3
Enesia

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These are gating encounters. The "old school" games that are so often venerated were rife with them, which is what made them not so open world. The mobs are there intentionally to guide players to other quests and encourage them to get stronger for later on. This is not always an appreciated design choice. 

 

I just don't want to stumble into a mission, Fallow Mire, that is at lvl 11,  while I'm lvl 9. Wasn't a fun camper



#4
Myusha123

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Sort of happened with Origins too. Frostback Mountains had an opening encounter that could be difficult for lower levels and kill you if you weren't on an easier difficulty or had really good tactics/cheesing ability. 



#5
Aurok

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Had the same thing with the missing soldiers quest. Thought 'that sounds urgent!', ran to Fallow Mire, saw the level of the first enemy then turned around and ran back out again. An indication of level range on the world map would have been nice.
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#6
Enesia

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Had the same thing with the missing soldiers quest. Thought 'that sounds urgent!', ran to Fallow Mire, saw the level of the first enemy then turned around and ran back out again. An indication of level range on the world map would have been nice.

 

That's what I am saying



#7
Myusha123

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Had the same thing with the missing soldiers quest. Thought 'that sounds urgent!', ran to Fallow Mire, saw the level of the first enemy then turned around and ran back out again. An indication of level range on the world map would have been nice.

For a suggestion on how to fix the issue, I like this one. They already implemented it with their Main Quests, if they HAD to do it for the regions, this would be the easiest and makes most sense. 



#8
bEVEsthda

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These are gating encounters. The "old school" games that are so often venerated were rife with them, which is what made them not so open world. The mobs are there intentionally to guide players to other quests and encourage them to get stronger for later on. This is not always an appreciated design choice. 

 

I'm of the opinion that rpgs shouldn't be so careful with the balancing. Let the player be aware and pick the fights instead. I'm all for making very hard areas available early on. The thing is, they shouldn't cheat, in order to be truly impossible and actually work as a locked zone. 



#9
DemGeth

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did you touch the water ?  

 

:)


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#10
Aurok

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Scout Harding should just break the fourth wall and be like "We've had reports of bandits to the west, your worship... seems from their tracks that they're about level 12-14 and resistant to electricity".
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#11
Enesia

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did you touch the water ?  

 

:)

 

God no. The Fallow Mire was terrible for the water alone. Pissed me off. And the beacons are suppose to clear the place of undead, right. But not really



#12
Fantazm1978

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Had the same thing with the missing soldiers quest. Thought 'that sounds urgent!', ran to Fallow Mire, saw the level of the first enemy then turned around and ran back out again. An indication of level range on the world map would have been nice.

 

 

Agreed. Power isn't exactly hard to come by, but I still found it an utter waste when I unlocked emprise de lion at about level 11, walked into a level 16 wolf and just went back to skyhold again.


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#13
Eelectrica

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All games do it though. I remember playing Fallout New Vegas, wondering what's in an area of the map. Turns out it was a family of Death Claws. Pretty much the games way of saying, you ain't ready for this yet.



#14
Lanavis

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Had the same thing with the missing soldiers quest. Thought 'that sounds urgent!', ran to Fallow Mire, saw the level of the first enemy then turned around and ran back out again. An indication of level range on the world map would have been nice.

The funny thing is that they have a level range for the Val Royeux region (when you first unlock it) and yet IIRC you had no fights in that mission (the one when you 1st go to Val Royeux) so I have no idea why it was included on that, but not on the actual difficult quests.



#15
Sondermann

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My problem is (a) with the narrow level bands and (B) with the distribution of content pre- and post Skyhold. Pre-Skyhold (I hope that isn't considered a spoiler) you basically have to do Hinterlands and some of Storm Coast or Fallow Mire in order to be levelled for the main quest mission which unlocks it. Post-Skyhold you have so many areas available it's impossible to complete them all in a single playthrough w/o running into serious problems of being overlevelled for either the main quest or the areas themselves.

Of course this might be designed to encourage multiple playthroughs but why not give us more choice pre-Skyhold then? Do I really want to clean up the Hinterlands and parts of the Storm Coast multiple times? It would have been nice to give us more choice pre-Skyhold and/or to make the level bands of the areas wider so that one can complete them in a single playthrough IMO.



#16
Swordfishtrombone

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I actually don't mind this at all.

 

I find it better than either having your enemies automatically level with you, or being carefully guided to the "right" order of doing things. Running into enemies that prove too much for you isn't a problem when you can always go away as soon as you realize you are over your head, do something else, and return later, with a couple of more levels under your belt.

 

The advantages of this sort of approach are a sense of danger it brings to the game, and the fact that it can sometimes result in some epic fights, as you stumble onto a tougher enemy than you should be able to beat, and you beat them, by the skin of your teeth, anyway.

 

Baldur's Gate 2 did this too - you had wide freedom as to which quests to do in which order, and I STILL remember stumbling onto Firkraag and being completely demolished, very fast, by the dragon. It buffeted it's wings and sent my party flying across the floor, and then breathed a fire ball at poor Airie, who subsequently literally turned into a pile of ash. I decided, upon reloading, that PERHAPS I was a bit underleveled and slunk off to survive to fight another day. :lol:


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#17
lastpawn

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All they needed to do was post levels for "side" missions like they do for main quest lines. That way people wouldn't waste power opening an area that's far too difficult for their level. Of course, it's hard to waste power considering how easy it is to gain it.

 

It's far better than most "enemies level up with you" scenarios that plagued Oblivion and, somewhat, Skyrim. I hate that.



#18
Lee T

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I wouldn't mind unbalanced environement if it was actually reflected and used in the stories and dialogs. there's no point in mentionning how urgent a mission is when you will back down at the first encounter and only go back days to save a poor victim of a very relatively imminent disaster.