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This mod may help alleviate the problem, if you don't mind missing out on achievements:
http://steamcommunity.com/sharedfiles/filedetails/?id=1142608415
Dark souls does this betrer, IMO: sword you find at the start of the game is still usable at the end of it, just different from other swords you find.
It is not an issue that stops me from enjoying the game and I think I would rather play the game the way it was initially balanced as there are a lot of design decisions from the rate at which loot is aquired and whatnot that can't as easily be fixed by a mod.
This is just a discussion topic asking what people's opinions are on systems like this and what they think, whether they like it the way it is and what benefits it provides or if there are other viable alternatives.
Yeah the Dark Souls method would certainly be another way and probably preferable to what is in the game but still not a system that I would personally pick, if your goal is to gate off content then I still think there are better methods however that being said this does not feel like a game that should have gated content, it does feel like you are supposed to have more freedom in which path you choose to take as there are several ways to progress and several ways to achieve an objective, however having one path locked and gated requiring better gear to pass seems to defeat that goal.
Fair enough. Just threw it out there since I found the item scaling to be a bit too ridiculous by the end of the game. I kept getting caught in a loop of needing to replace everything but not wanting to since I'd just need to do it again after a level up, so I'd put it off for the longest time. Doing a second playthrough with the mod to see if it's more enjoyable that way.
I think the scaling just gets a bit too out of control, and it always sucks to find a fun item only to realize you're going to replace it with something off of a vendor in a few hours. While it definitely makes it easy to see just how much stronger your character is becoming, I think it goes just a bit overboard, especially towards the back end of the game.
Items were not scaling and had no level dependencies nor any requirements.
And the non-generic or "unique" magic items that were usable really felt powerful and special most of the time. And these items you liked, you could use them for the WHOLE game if you wished. In DnD, items do not become less powerful as you level up.
A freakin halberd remains a halberd with the same properties for the whole game. It is simple, it is clear, it is good mechanic.
So when you found your Vorpal Blade, your Mace of Disruption, your Ring of Wizardry or your Cape of the Stars, you knew you coudl stick to these items for the whole game without fearing them to become obsolete.
Simply put, Diablo 3 style item progression is one of the worst system designed ever and i will always hate any form of system that use "level scaling".
DOS1 sadly also had that "scaling" but never as bad as it isi in DOS2.
In DOS2, using an item that is 2 levels behind is almost disabling. Seriously. Especially with that awful armor system.
+1
Aragorn: What's the point, in a couple of hours any rusty sword from a random orc will be better.
It may not have started this gen but it certainly has become more prevalent these days, I believe even the new Assassin's creed is adopting something similar.
well. being able to buy epic gear on your level from every damn merchant doesnt exactly encourage crafting either