Originally Posted by Eli
Originally Posted by Raze

I think the concern was areas that were way too easy because you out levelled them, either doing things in an unexpected order or being a completionist and doing all the side quests, etc.
Level scaling doesn't have to be implemented so that it drops opponents below the level they were intended to be.


But that's the point... areas should be easier when you outlevel them. That's the boon, that's your choice; making late game easier by taking the hard way early on.
Smart encounter design would make late game challenging even for a completionist (without any level scaling). People who find it too hard? That's what difficulty levels are for; you have the option to reduce difficulty.



Areas will be easier when you outlevel them a great deal, but boasting even a one level advantage on your enemies basically guarantees you win since the way hit chance scales. Smart encounter design is important and ideal, of course, but when you gain such a statistical advantage from having even one level over your opponent, it doesn't really matter how smart or cleverly designed your enemies are. If they miss you a whole bunch and you can hit them almost every time, the best tactics won't make up for their lack of damage and defense.

Another option might be to reduce the bonus you get from fighting enemies one or two levels below you. It should probably go the other way, too, so that being one or two levels below a monster doesn't give them such a huge advantage, but I wouldn't mind so much if level advantage benefited enemies more than the player.