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Please, Bioware, remove level caps in the next DLC


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29 réponses à ce sujet

#26
Lux

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Remove level caps altogether to the point of one-hit kills? That'd be boring.

 

But I agree that '27' seems almost '30' and therefore leaving a taste of an incomplete experience.


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#27
devSin

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DevSin, Even without that glitch (which I didn't know about as the game doesn't allow me to save near enemies  :D ), if you finish all the quests and almost all side quests in the main game and in Jaws of Hakkon DLC you will get level 27.

You can't save in combat, but you can save while enemies are visible on screen (or within range, for enemies that are obscured).

If they're static spawns (and you're close enough), when you reload, the XP scaling won't work if you kill them (you'll get the full unscaled amount).

Also, if you save/load near a spawn point, enemies will often spawn immediately when you load (this doesn't work quite right either, as you can often get improper spawns in areas like the Hinterlands); these random encounter spawns will also give unscaled XP when killed.

As for the cap, Mike only said before release that there was a soft cap, which clearly isn't the case.

#28
Ashara

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Ah, thank you for the information, DevSin  :)



#29
Swordfishtrombone

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I was under the impression that there was only a soft cap, and thus was quite dismayed when I hit level 27 with a LOT of the game to go. Before the DLCs you probably would not have achieved level 27, so you would not have seen the hard cap, but now, with three DLCs, the hard cap needs to go. 



#30
zeypher

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Think they cant cause this game still uses the twisted scaling like da2. Sure its slightly toned down but eventually it would catch up badly. What i mean is player dmg and health vs enemy damage and health. Players have more damage less health, mobs have low damage and more health. At lvl 27 against lvl 27 mobs the balance started to go away as it always will tend to do with the terrible scaling used in the game.

 

So the reason they cannot raise it is the scaling etc will all completely break with enemies all becoming massive damage sponges. I got no idea why bio is infatuated with the concept of high damage numbers as it is meaning less. Better balance between the mobs and player is a better route.