Nope, completely disagree. Level scaling is awful and makes no sense. Why should random wolves get stronger because I killed some extra giants in a different country? What's the point in levelling up if everything else levels up? I may as well stay level 1 so the enemies are weaker too.
This. I detest global level-scaling.
That being said, the enemy/level mechanics in DA:I left a lot to be desired, but this is due to the fact that they ALSO didn't allow for "self-scaling" because:
1. The fights were designed so that you couldn't separate the mobs or otherwise use various pulling/fleeing tactics to make them easier. If you triggered an "encounter" group, you got to fight the whole thing, unless you just outright ran away.
2. The encounters were likewise designed so that intentional zerging was off the table, so you couldn't charge past 3 groups of enemies, gather them up, and fight them all at once for a much greater challenge. Granted, sometimes this happened by accident when a bunch of wandering mobs all had a meetup.
3. You got basically a 3-4 level range where fights were reasonably doable AND granted XP.
4. The encounter levels in areas were staggered in a really weird way, particularly in larger areas like the Hinterlands. Instead of a gradual progression, you could go from fighting level 4 enemies to a sudden pocket of level 8 enemies in the course of about 10 feet. The areas felt like they were DESIGNED with the expectation that you would leave and come back several times. This is a non-good game flow, IMO. It works fine in a TRULY open world because that's just the way the game works--EVERYTHING takes place in the same overworld so leaving isn't really "leaving" and coming back isn't really coming "back". In a world with numerous independent adventure areas, it just feels messed up, like the game is forcibly preventing you from having an orderly progression.
People have made a lot of comparisons to Skyrim, but DA:I is actually a LOT more like the Wilderness areas in Dungeons and Dragons Online, and the people who like those areas and play them regularly (like me) want to do ONE run where they hit ALL of the stuff. They don't want to run it in pieces. DA:I felt exactly the same, but I kept feeling held back from playing it the "natural" way, I was constantly leveling past where I was getting XP, and the "random encounter" wandering mobs started getting really tiresome.
So, my recommendation would be less "scale the mobs" and more:
1. modify enemy awareness and the in combat/out of combat functionality to make it easier to pull a few enemies at a time and thus "modify" the difficulty of a higher-level encounter more actively.
2. better pulling functionality allowing the mobs to "chase" further
3. kills should not have a hard cutoff for 0 xp. By all means have a function with relative level, but it should never drop to 0. Yes, this means that someone with patience of steel might farm low-level content FOREVER, but this part is single-player so WHO BLOODY CARES. If it really just means that much to you, have an eventual "encounter limit" for an area where you can literally just kill the place out and not get any more spawns. ![]()
4. Don't plop much-higher-level encounters down in the middle of a much-lower-level area. Or even off to the side. Build with the expectation that people will want to "finish" an area COMPLETELY before they move on.





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