- Oct 9, 2017
- 297
- 416
Yea, as I said it's not a big deal to me either. But sugarcoating is not necessary, it's obviously not great design. I don't think it's really justified by balancing either. Dynamic scaling is always a risky venture but one thing we all know is that a level up should never feel like a level down. That's the classic trapping of the design. Oblivion fell for that too and got roasted for it.Eh, while there are discussions to have about level scaling and how it's bad in most cases, i don't really mind it personally in this one. Personally didn't really feel like getting weaker when leveling up, but that might also be because i tried to always upgrade my gear as soon as possible. Also different combat actions have different speeds, so there's also that.
While it is weird that goblins are way tougher than most orcs you encounter, it's done like that due to game balancing reasons in the story. If orcs were tougher than goblins, Chyos would have to change the story by switching orcs and goblins around and that would be bit hard considering the storyline. Also it's reasonable that you can't beat every enemy on every stat or their primary stat. You just have to try and build MC and waifus in a way, that they can beat enemies even if some of them are faster or stronger than they are.
But now days, after playing from the start so many times, i usually just skip parts of the grind by giving myself few extra stats with cheat book.
Personally I think you should also absolutely be able to keep up with a mere goblin if you're focusing the stat and even sacrificing armor slots. It's still in the end of the day just a regular goblin, not an emerald powered hedgehog or a metal slime. But I suppose that's more opinion. Getting progressively slower though? Definitely not ideal. And it's not like it's the only stat, their damage and tankiness also go up.
As for the difference between orcs and goblins, I'm not really sure about that one either. It may have been implemented late, but the goblin quest is not remotely late game. I naturally got to it well before cultists on my playthrough. And they max at 20ish. And with tia taunt I was still able to farm them for absurd xp because of that level scaling. A single group of goblins quickly starts giving you more xp than saving all of rumah. It actually breaks the game balance if you fight too many. They even have an infinite spawn trigger.
TLDR, it doesn't bother me but level scaling right now is busted. I still think dev time management is an issue so I don't really mind if it doesn't get fixed for a while though. There are other issues, not a priority at least for me.