Regalia: Of Men and Monarchs

Regalia: Of Men and Monarchs

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DANDOMINO Jun 16, 2017 @ 5:28am
If I knew Enemies Scaled I wouldnt have bothered. Waste of money as its so difficult.
Too easy on Easy, Too hard on medium.
Last edited by DANDOMINO; Jun 19, 2017 @ 9:02am
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Showing 16-24 of 24 comments
Anon Jul 10, 2017 @ 2:23pm 
I really hate this kind of scaling... It reminds me of Guild Wars 2, where your char gets downgraded depending on which zone you're in... that is really lame!

Rather than doing this scaling thing, they should just have made areas with really tough enemies, so that the player can decide if they want to farm easy stuff or harder stuff...
Tom Mischief Jul 13, 2017 @ 10:49pm 
Originally posted by Religion is retarded:
I really hate this kind of scaling... It reminds me of Guild Wars 2, where your char gets downgraded depending on which zone you're in... that is really lame!

That's BS. In GW2, your character does get downscaled, but a lvl 70 with good equipment downscaled to lvl 20 is much stronger than a natural lvl 20 (missing perks, talents, equipment difference and stuff)

Regalia is similar and with the scaling - they have ensured you will have to be tactical and not just steamroll over everything. I like it.
Anon Jul 14, 2017 @ 3:23am 
Originally posted by Tom Mischief:
Originally posted by Religion is retarded:
I really hate this kind of scaling... It reminds me of Guild Wars 2, where your char gets downgraded depending on which zone you're in... that is really lame!

That's BS. In GW2, your character does get downscaled, but a lvl 70 with good equipment downscaled to lvl 20 is much stronger than a natural lvl 20 (missing perks, talents, equipment difference and stuff)

Regalia is similar and with the scaling - they have ensured you will have to be tactical and not just steamroll over everything. I like it.

Well, you clearly failed in public school... you just made my point all the more meaningful :)

And they can still ensure the need for being tactical by adding higher level mobs elsewhere :)
barjed  [developer] Aug 4, 2017 @ 3:28am 
Originally posted by Mitth'raw'nuruodo:
Thats certainly interesting. But it begs the question, what is the point of leveling up in the game then? Can the player, for instance, choose to "improve" a character's strength at the expense of dexterity?

You get one perk slot per each level gained. More perks - more customization options and more build options. You can choose to improve characteristics via perks. Or perhaps morph a skill. the system is here to give as much flexibility to characters as possible.


Cutterjohn Nov 9, 2017 @ 9:14am 
Originally posted by Choubugioxkei:
Originally posted by DANDOMINO:
Why make the enemies scale to your level?

The alternative is that you get more powerful while the enemies stay the same. The game would get easier as time went on. That would be bad.

Level scaling guarantees that you can't win battles by outleveling the enemies. It doesn't remove skill from the equation--quite the opposite: it guarantees its relevance throughout the game.

If you wanted an easy time of it, why did you not play Story Mode, which is explicitly marked as being easier?
That is a postiviley and utterly ridiculous assertion. In a WELL designed game the character(s) would PROGRESS to areas where they (a) got their ---es handed to them, (b) some deadly amount of difficulty, (c) something balanced, (d) something easier but still potentially deadly, and (e) the cakewalk area(s) that you already progressed through.

In an open world game, encounter difficulty SHOULD guide any player with a couple of neurons to rub together that if their character(s) are repeatedly decimated that, hey, just maybe my guys aren't ready for this area yet or let's see if we can be sneaky or utilize different tactics. b-d should be doable, and IMNHO e, the cakewalk just gives a sense of accomplishment rather than monotnously same difficulty level.

i.e. at the end of the day level scaling CAN be good to a LIMITED extent, e.g. that 'normal' difficulty just happened to spawn a few levels higher than they normally do and managed to do some damage. HOWEVER most games use it as a crutch attempting to mask poor game design. Oblivious would be another example of a game with ridiculous difficulty slaying as well as preposterously scaling loot. I mean SERIOUSLY?! BANDITS?! With the BEST fscking gear in the game?! WTF?! WTH are they bandits when they're worth more than the game's version of the imperial city? AND could probably wipe the guards in the game world? (Yeah a few moronic things don't really scale, Oblivious can kind of be saved since it's HIGHLY moddable though...)

IOW I WANT to see trash loot occasionally later in the game, especially in areas that are low level geared or lower levelled mobs. I WANT to be able walk all over those stupid pesky giant rats at level 5. I do NOT want to see some damned rat that could singlehandedly wipe out the rest of the gameworld. Defeats the fscking point of playing IMNHO. Sure as some sort of end game endless dungeon or something level scaling would be a good idea for the masochists who like to waste countless additional hours of their lives BUT in NORMAL game play? No! Just NO! Your game is utter garbage design IF you have to rely on constant global mob level scaling to roughly the character(s) levels.
Choubugioxkei Nov 9, 2017 @ 7:07pm 
Originally posted by Cutterjohn:
Originally posted by Choubugioxkei:

The alternative is that you get more powerful while the enemies stay the same. The game would get easier as time went on. That would be bad.

I WANT to be able walk all over those stupid pesky giant rats at level 5. I do NOT want to see some damned rat that could singlehandedly wipe out the rest of the gameworld.

You want to get more powerful while the enemies stay the same. You want the game to get easier as time goes on.

Normal mode now caters to this due to the revised scaling. If you want to fight a bunch and feel strong, the scaling is reduced to make it easier for you.

I would call that bad, but fortunately, I don't think it applies to Nightmare. The wonderful game I played, where nearly every fight is a challenge when combined with the optional objectives, is still available. Thank God for that!
limith Nov 14, 2017 @ 2:13am 
I find the scaling in this game to be pretty good in the current patch. You don't have to do the optional objectives (I finished ~60% of them though). With regards to the maps I was able to finish the first four dungeons with only 3 units (Kay, Griffith, Signy). Some maps you want to deploy only a few units. Use your perks well.

First time playthrough was on Hard and aside from the end bosses (mostly lack of willingness to use consumables) everything was beatable with smart tactics.

Would kind of like more perks than just 20 though ;)
_____
In terms of advice for folks:
1) Early level focus items with shields
2) Mid level focus raising dodge
3) Late level focus raising damage.

Make sure to get good equipment for your units since it make a big difference.

My party is Kay, Grenn, Signy, Griffith, Levant, and Henreitta. Usual deployment for maps are:
1) Levant tanks while Signy kills and Kay/Henreitta gives shield
2) Rush enemies with Grenn and Signy if turn limit
3) Deploy Griffith if enemy has shield abilities since his ultimate ignores shields
4) Survive/go to X location maps can deploy just signy
5) Rely on Grenn's poison vs boss fights.
______
One thought for the developers is that the higher cost perks are not necessarily better. Eg right now you can get 2% dodge for 1 perk or 4% dodge for 2 perk, etc. The lower perk costs are better since they allow for more flexibility (combination of benefits) compared to the higher cost ones which are just multipliers of the lower cost. If the 4/5 cost ones were slightly better than the lower cost ones then there would be more reason to use them.
Last edited by limith; Nov 14, 2017 @ 2:27am
Lampros Mar 3, 2019 @ 1:08pm 
Scaling enemies is a lazy way to balance.
DANDOMINO Mar 4, 2019 @ 2:46pm 
Yup, happens too much. U cant get an edge, u cant put a grind to good use.
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