I think it's a dumb idea. I shift some numbers around, and then the game shifts the numbers of the people I'm hitting, because "balance". Why do these developers come up with intricate systems for building and equipping your character, and then scale all the enemies to assure the playing field will always be level? I've known about this design trend for a long time now, and I've noticed myself losing lots of interest in leveling and grinding myself to be more powerful just for the sake of it, and now I just neglect to attribute any points until I feel like the game is becoming too challenging.
I think developers try too hard to balance the challenge, and not enough on making interesting and varied encounters to place around the game world. Just as long as the difficulty of encounters is consistent with whatever the games characters/plot/lore would indicate, and they don't put an angry horde of dragons in a location that some quest giver with a pest problem directs me too then it's fair game imo.





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