- May 16, 2019
- 1,954
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Chyos said he'll rebalance the game in the next update. Don't know which version though.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.
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.