I've read in the most recent blog that there's effort to make the entire game challenging, while still keeping the feeling of character progression and growth! Good!

A few suggestions on that:
Combine many early-game enemies with real tough enemies in later encounters. Because every action costs AP, this makes it so that the player still feels how much his characters have grown (since he now one-shots those goblins), but still has a fight on his hands.

(This in contrast with D:OS1 design, where a late game goblin could completely erase the early-game town single-handedly. This is both kind of silly, and also DOESN'T give the player a feeling of character growth, because he's still fighting goblins at level 20, and because every single enemy is leveled up to create challenge, instead of the encounter as a whole being designed to challenge.)

Also, mentioned above, make hard enemies visibly and 'plausibly' hard. Only allow scaling of certain creatures to certain extent. And also, make sure multiple low level enemies are still dangerous to an up-leveled party. This is entirely different to D:OS1 design (Where ALL enemies were scaled to you, and 2-3 character levels of difference were enough to change a fight from hard to cakewalk) but there you go.

Last edited by Lightzy; 29/09/16 07:44 PM.