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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...
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 :)
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.
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.
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!
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.
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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.