Originally Posted by Amantalado
Baldur's Gate 2 does it well I suppose, and that is a game where even with enemies that scaled, the power that your character possesses with gaining level still feels like it is there. Though I think the notion people might be drawing from your posts Gyson is misinterpreted.

In BG2, the scaling works not by going the Oblivion route (the worst example of scaling) where the enemies you face are constantly scaled for you, a Level 1 goblin in BG2 will always be just that whether you are level 1 or level 20, whereas in other games, that level 1 Goblin will spawn if you are level 1, but a level 20 goblin would spawn if you were level 20. What BG2 does is it still keeps that level 1 goblin mob, but mixes in a few higher level monsters as well to provide your guy something to feel like a worthy foe, while keeping the weak litter mobs in to make you realize that yes, you have gotten more powerful than you were before. That was a game where scaling wasn't that big of a deal to begin with. I think the best way someone on an alternate thread explained it was something along the lines of:

Quote
If you go to a troll dungeon at a low level, you will just find maybe a dozen regular trolls. If you go there at a medium level, there will be a few giant trolls mixed in with the dozen regular trolls. If you go there at a high level, there will be one or two spirit trolls along with the few giant trolls and a dozen regular trolls.


It is not scaling to be exact, but it is a system that works better than most version of the mechanic in my opinion.
If that is the kind of system that you are proposing Gyson, I don't think I would be opposed to that in Divinity: OS.

I don't mind having lower level cannon fodder in the middle of a fight like you're describing, although I do want them to matter somehow (even if it's just being in the way of ranged shots intended for more powerful targets). What I don't want is to wrap up a fight.. save for 10 targets that are too low level to hurt me, leaving me feeling like the only challenge left is remaining awake long enough to allow the necessary amount of turns to pass in order to wrap up this turn-based battle.

Just as long as there are elements in those fight which pose a real threat or challenge, I'm a happy gamer.

The first time I played Divinity : OS, I exited through the north-east side of town and came across some level 4 encounters (I was level 3). Eventually I reached level 5 and was cutting back over to the west when I ran into several trivial level 3 encounters. My reaction was "I did this in the wrong order..", because when the fights are trivial the whole tactical element of Divinity's combat goes out the window, and then I'm just a button pusher.