That someone was me, but to be clear I wasn't exactly talking about scaling items as they are now.
I was pointing as a positive reference model the way Might & Magic X handled "Relics": magic items that leveled up four or five time across the entire game... So you could get them at any point and they would stay useful until the end (if not even the best items in their class, in some cases).

And for context M&MX was also a game with a lot of random loot.
They just handled it the other way around compared to D:OS1 and 2. Randomized items were the "base line" of itemization, and then unique items (relics) were the real deal.
Unlike Larian, the developers there understood that unique items need to feel special and valuable and to stick around for a while.

Of course, it was easier for them, since their items, while growing across the game, didn't SNOWBALL in stats as comically as they do in D:OS 2.

Last edited by Tuco; 12/10/17 09:51 PM.

Party control in Baldur's Gate 3 is a complete mess that begs to be addressed. SAY NO TO THE TOILET CHAIN