Originally Posted by Daniel213
Originally Posted by VincentNZ
Originally Posted by Daniel213
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Does that make sense?

Of course. It's called level scaling and many shit games do that, because it's the lazy way of balancing a game.


It always depends on how you do it and there are pros and cons for both sides. If they do not level with you, skipped content like sidequests, or even the main questline for people who get sidetracked constantly will just be a breeze at later stages. You can also lock players out of certain regions, quests and other parts of the game, because the player can not at all beat them. Making everything (or nearly everything) scale to your level means that fights are always of the same or similar challenge and the whole game is open to you from the start, regardless of you playing only the main quest, or are a completionist or have a tendency to avoid fighting (and therefore XP). On the other hand you might have a challenging fight all the time, even against a pretty trashy party of caverats, that drained a substantial part of your resources and time for a reward that is totally not worth the effort.

Generally a mix of the two is the best approach. Like not having gear scale the same as levels (in Oblivion you would only fight people in Ebony Armour after 20 levels or so), or to have certain encounters to scale differently (like large monsters or bosses being very powerful and always a certain amount ahead of you, or always at a certain and high stage). Generally you would want a game that is always challenging and only varies in difficulty slightly depending on your playstyle and the associated level.
In BG 3 it seems, and I guess this is easier to do with a more streamlined and linear game experience, they balance it in a way so that you are always in a certain level range when encounters happen.


A game where the enemies scale with you removes the entire reward from doing sidequests. Experience should make you stronger. So when you do sidequests and return to the main quest, you should be powerful. And when you keep playing the main quest, you'll get to the point where enemies become a challenge again.

And scaled trashy parties do not also drain your resources, they also drain the fun. Why should the same party that challenged you at the beginning of the game still be challenging, when you basically became an experienced fighter or mage? That's stupid.

And you should be locked out of regions if you are too weak. In other words, what's even the point of levelling up and gaining experience, if it just becomes just another attack that just looks different?




You are thinking in absolutes. And I precisely pointed out the flaws and advantages of both systems. You can easily turn your argument around. A game where the enemies do not scale removes the entire reward from doing side quests. As you will just at some point become too powerful for the game, where nothing proves a challenge.
As for trash mob parties, yep they drain resources, but fun? I do not see that. And again, I am not saying the caverat or random mugger Nr.1 should suddenly turn into gods of their profession with +5 Crom Faer or Carsomyr at their disposal. Especially if they have a storyline attached or are quest-related, they should always pose a challenge. This does not mean they have to be the same/higher level or outnumber you tenfold. But they should also not be throwaway garbage, because this makes the whole encounter and the quest obsolete.

Thing is people like to play the game how they want to, that is why locking them out of regions is not a popular thing and neither is putting every enemy into a suit of dragon armour. At the same time people do not like to breeze through content that they outleveled or getting mugged in the night by six street urchins on Athkatla streets that are now on steroids. Balance is key, so you have both a feeling of progression and getting more powerful, while also prove that combat is a challenge and rewarding throughout the game, however you go about it.