Linear scaling? I'm curious what you mean by this because it seems like the scaling is % based. Whereas I see linear scaling as: +2 to damage,
not +2 to damage and +5%.
I am feeling that I am missing something about the scaling of this game, as what I see on my character sheet doesn't directly translate to how it's working in the game.
For example, I waltzed into the cavern of poisonous frogs at level 1 and died within one round. Coming back at level three, with no new skills, % damage malus' through poor stat distribution and maybe ~30 more hp on average per character (including from Arm/MagArm) I found the fight a cakewalk.
Has anyone tested whether we get flat + stats on level like Attack Bonus works in D&D?
I feel like the fights are fun, engaging, and possibly too easy. I also haven't gotten the feeling like the scaling is off somewhere.
BUT
I do feel that while browsing my options while leveling up nothing screams "yay click me" or "meaningful game changing choice" which is a problem. As the 'level up' and the customization power increase that comes with it is a huge part of the fun of combat RPG games.
This could simply be a presentation problem, as the choices may be way more awesome than they look, so then you'd just need to make the choices look more awesome or make the awesomeness more apparent.