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I dont understand why they went down this route, its like shooting yourself in the foot with a 10gauge when you won and were doing great.
Wtf CDPR...
I rather have the impact of when you go into an area "early" you get trashed or you get the rush of only just making it. Level scaling removes the risk/reward from going to these areas and the feeling of progression when you can finally defeat previously lethal enemies.
If you want a challenge, literally go play F.E.A.R. or Painkiller or something.
Not that before level scaling happen, the game already piss poor easy on all difficulty, the balancing is out of wack for players
2.0 make something actually more fair for the enemies, but ultimately you delete them immediately anyway in high level build like scaling never happen even on VH, the only one that can withstand for a long fight is the Chimera
But sure they could have done something less dynamic (stages) :
Eddies inflation scaling -> bad
Skill check scaling -> bad
The only ok scale is for dmg & hp and this is where you realize levels shouln't exist in the 1st place...
Skills should raise auto while playing and you get 20/20/20/20/20 in the end if you want.
Case in point Diablo 4 where levelling actually makes you weaker compared to the mobs, badly done scaling.
But if not, wouldn't the Red Engine Construction Set (I don't remember what it's called) allow one to alter such variables, and modify or eliminate level scaling?