Generally I try to explore everywhere, and I capped out in Act 3 with 4 main quests, 11 sidequests (and more if you count the character quests) remaining. Over 15+ quests of content that I feel cheated out of enjoying. There is no XP scaling or diminishing returns to compensate for this. With respect, why would you make content that there's no incentive to completing?
I mean, shouldn't the incentive simply be, to experience the stories? Also, some quests provide loot as a reward.
If your ONLY reason for doing anything is to make number go up, then grab yourself a calculator and type in some random numbers after you complete a quest while level capped.
Now that I've capped with so much of the game remaining, I feel betrayed & punished for enjoying and playing the game.
Level caps are often a pretty significant discussion. Often with 2 main sides:
- Level capping early is bad. Lack of progression and overall watering down of activities because of no "Number goes up" (Due to that being a primary factor for some players rather than... You know... The actual gameplay)
- Level capping late is bad. Feel pushed into doing ALL content to get maximal experience gains (Including exploiting game mechanics, such as double dipping on experience by using dialogue to avoid combat... Then attacking everyone anyway). Feels lame to not get to actually use your full build at all.
Regardless of what is done, some group of people will always feel bad.
Scaling does nothing to stop high level spells from breaking the game. Spells like Wish, Invulnerability, Time Stop and Imprisonment don't really care how scaled an enemy is.
You'd have to omit such spells, but that can also cause issues, such as having higher level spell tiers being very underpopulated due to how few spells would remain.
I feel like this addresses most of the issue
It addresses only one of the issues. Which is high level spells.
While creating more issues by way of skewing balance towards casters whom will still scale to level 9 spell slots to use for upcasting (Thanks to 5e's shared spell slot progression) while martials are still stuck with their lack of scaling with no additional extra attacks and no better weapons than the +2 and +3 stuff of the base game.
The more balanced ones are the proper level 20 overhauls that include scaling up to level 20 for classes. With proper support for enemies also scaling up to 20 too.
I don't want to download from an unofficial external source (and I have a Mac) I may just stop playing entirely.
There's at least 2 mods I can see that provide a level 20 cap available on mod.io which means they are available from within the game itself using its mod menu.
Nexus mods is 3rd party but they're fine, there's no malware there. Everything that is uploaded is checked by the site moderators.
Capping the game so early is an insult to everyone who has worked on it and who's played it to completion.
Ehh... It never bothered me. I mean, I am somewhat annoyed about the level 12 cap rather than 20. But I had no qualms about when the cap was reached. I still did quests and optional content even after reaching the cap because gaining experience is not why I played the game.
But I suppose I'm usually getting annoyed at JRPG's where you hit max level, get the best gear and finish you builds and then have ONLY the last boss to actually use it all on (Who, to pour salt into the wound, is often weak af especially compared to the optional super bosses you had to fight before reaching full strength...)