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Ilmoita käännösongelmasta
They're necessary especially at higher difficulties. It took 30 steel arrows to bring down one armoured Dremora in the Kvatch oblivion gate on master difficulty at level 5 with a 45 in marksman.
I'm doing a ♥♥♥♥ ton of kiting early game while trying to improve my alchemy skill for the poisons I need to make things a bit more easier especially if i can get the drop on a enemy with a poisoned dagger for that sweet 5x bonus to damage.
On the positive side: One excuse less to blame the game for players' own mistakes.
It does not work as it should.
It works in the way it was designed. "Should" is highly subjective.
There are tons of guides that recommend to NOT sleep at all in Oblivion.
https://en.uesp.net/wiki/Oblivion:Leveling#The_Leveling_Problem
I never had this problem as I used level plans back then to create my ultimate allrounder, but the whole mechanic behind the leveling system still put a lot of people off from the OG.
Additionally:
You even confirm yourself, that together with the difficulty setting (regardless of the percentage slider in the OG, or the settings here), the level scaling is problematic.
https://steamcommunity.com/sharedfiles/filedetails/?id=3067637199
- Your "tons of guides" say nothing about the quality of these guides. Not sleeping (=leveling) at all may prevent monster leveling, but you lose a lot of content, too. Attributes determine what you can do - no leveling, no increased attributes. If you're happy with this, ok. But it's not necessary.
- "Health sponges": I've never seen "health sponges" in all the years I played Oblivion. Some enemies get stronger, cause more damage, so do player characters. If the monsters do it better than the characters (which is possible), then it's because players make mistakes when developing and/or equipping their characters - don't blame the game.
What do you mean fix, it was awesome that the bandits suddenly have better armor and weapon that you can actually loot from them and sell it or use yourself.
Should implies that something works as "it should".
Like it was meant to be like that.
This game mechanic of enemies leveling with the player is highly debatable and a reason of why I grew quickly bored of Dark Souls too.
As you should feel a progress, when you level up. That's how leveling initially was meant to be.
TES made it different, yeah... But definitely not better.
I linked UESP-Wiki.
If you don't dare to read, then why do you bother even replying?
UESP-Wiki is one of the best pages, when it comes to infos about any TES game.
Seferoth stated that and if you set your difficulty to 100% (sorry that was old Oblivion) "Master", then you will have health sponges.
Additionally with the level scaling this turns quickly into a fiesta of boredom and annoyance.
Why?
Because this system is just there to be misused.
To level up quickly back then, I've set the difficulty to 100% and started to fight with a sword having blades as one of my main skill.
Enemies tank damage and you level that skill quickly as of intensely using it.
Then I switched to 0% difficulty and allowed my char to get a beating from enemies while wearing heavy armor (also a major skill).
But before raising both skills 5 times for a level up, I made sure to also raise Armorer 5 times and a mixture of Blunt and Hand to Hand.
All of them were secondary skills to avoid a level up.
As only the skill increases before the level counts towards the attribute multiplier.
Tadaaa, +5 Endurance, +5 Strength and +1 Luck on the next level up.
I agree, that the new level system isn't as tedious and you don't have to misuse the difficulty setting for raising the attributes quick and efficient.
But I had no issue back then with the level system either.
Instead, I found it 100% times better than that half-baked thing which we got in Skyrim.
Still, I am aware that many people struggled with and by stating my explanation of misusing the difficulty setting to level efficiently, just proves that it was indeed questionable.
I don't care about exploiting the difficulty to level quickly here.
Which means the new level system is quite enjoyable.
I repeat that I never saw anything I would call "damage sponges". But I can imagine that players feel that enemies are "damage sponges", if their characters don't keep pace with leveling monsters. There is also the issue that many players seem to think that every enemy has to be defeatable whenever they encounter them. This is not always true in Oblivion.
The issue with Oblivion's leveling system (constant difficulty) has some justification. I suppose it's Bethesda's reaction to Morrowind's leveling issues, where there was less monster leveling linked with character leveling, but more with geography (certain monsters appear in certain regions only, never or rarely elsewhere). As a result, characters became undefeatable sooner or later (my characters reliably at a level betwen 20 and 25).
It's an old issue of RPG design, the two mainn design methods you see in Morrowind and Oblivion are widely documented and discussed. But to my knowledge, a satisfactory solution has not yet been found (except that players prefer one or the other, or certain combinations).
Finally, did your comment about "it should" mean that it was obviously worded as an opinion, and my reaction was unnecessary? Perhaps. I just wanted to make it clear that there is no objective "should". Of course, I respect opinions - as long as they are not confused with facts. At any rate, I didn't intend to criticise your opinion.