Pillars of Eternity II: Deadfire

Pillars of Eternity II: Deadfire

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Can someone explain level scaling?
I'm playing on normal diffuculty but I turned on level scaling- all because I don't like to be restricted in exploration but even with this setting on I still see zones where common enemies have red sword and 3 skulls on them, how does it work??
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Showing 1-12 of 12 comments
anfindel13 Mar 23 @ 11:08am 
Essentially, your "opponents" are scaled up to your level. If you are level 10, and they normally would be level 5, they become level 10 as well. The reverse presumably can hold true, but I've never noticed mobs getting easier - only tougher.
Nordomus Mar 23 @ 1:45pm 
In the option description it definitely suggests that it also scales down...
Originally posted by Nordomus:
In the option description it definitely suggests that it also scales down...

I answered your original question - they scale up, which is why you see zones with basic enemies with big red flags on them. They may well also scale down, but that wasn't your question, and not something I ever paid attention to, as I tended to avoid "tougher" zones until I had suitably leveled up. A neophyte mountain climber avoids Mt. Everest. My neophyte adventurers tended to avoid areas with a "there be dragons " sign out.
Dizel Mar 24 @ 6:38am 
Originally posted by anfindel13:
Originally posted by Nordomus:
In the option description it definitely suggests that it also scales down...

They may well also scale down, but that wasn't your question, and not something I ever paid attention to, as I tended to avoid "tougher" zones until I had suitably leveled up. A neophyte mountain climber avoids Mt. Everest. My neophyte adventurers tended to avoid areas with a "there be dragons " sign out.

Yes, that was his question. He made it clear that he doesn't like being restricted in exploration when it comes to level. It is obvious that in such a situation we are talking about scaling down.
It does scale down, but as far as I know each area has an average level it's made for, and then will scale up or down from that, reducing hp and armour rating etc, but will still vary in difficulty, some places will still be more dangerous than others. It's not oblivion where everything will be imps and rats because you're low level.

I did level scaling once and didn't enjoy it, it just made stuff later in game a big slog and I didn't notice the down scaling making the harder challenges that much easier.
Nordomus Mar 24 @ 8:04am 
Thanks, that explains it better. A bit dissapointed how it works then.
Aranador Apr 1 @ 10:52pm 
Presumably if they 'scaled it down' without restriction, you could nip over to the highest level zones and defeat the uber-baddie and grab an ultra-sword early. Or they'd have to scale the loot, which would be a little trickier than scaling the monsters, and then people would complain their ultra-sword can barely open a can of beans. It would be a no-win situation for the Devs to try to implement, and not very good for balance and progression.
Originally posted by Aranador:
Presumably if they 'scaled it down' without restriction, you could nip over to the highest level zones and defeat the uber-baddie and grab an ultra-sword early. Or they'd have to scale the loot, which would be a little trickier than scaling the monsters, and then people would complain their ultra-sword can barely open a can of beans. It would be a no-win situation for the Devs to try to implement, and not very good for balance and progression.
Possibly but then the whole idea is flawed. If you want to implement level scaling then you HAVE to implement loot scalling as well and that's whole another system to overhaul.
Originally posted by Nordomus:
Originally posted by Aranador:
Presumably if they 'scaled it down' without restriction, you could nip over to the highest level zones and defeat the uber-baddie and grab an ultra-sword early. Or they'd have to scale the loot, which would be a little trickier than scaling the monsters, and then people would complain their ultra-sword can barely open a can of beans. It would be a no-win situation for the Devs to try to implement, and not very good for balance and progression.
Possibly but then the whole idea is flawed. If you want to implement level scaling then you HAVE to implement loot scalling as well and that's whole another system to overhaul.

This concept was the worst part of oblivion and why it's probably the ♥♥♥♥♥♥♥♥♥ elder scrolls game. The world level scaling and loot level scaling totally ruined what that game could have been. It should be a case study in how to not do level scaling, and the scaled loot is a huge part of that problem.
From the wiki.

With level scaling on:

If the player is below the recommended level, the creature's level is reduced to make combat more fair.

If the player is above the recommended level, the creature's level is increased to make combat more challenging.

Note that it is the recommended level of an area, and NOT the base enemy level that is used to determine whether to scale up or down.
Steffan Apr 9 @ 12:59pm 
I remember on and off-ing from the level scaling until mid-game when it stayed the default option. Early on, it led to some quite OP enemies. Which was both good and bad for my experience as a player
Last edited by Steffan; Apr 9 @ 1:00pm
Originally posted by anfindel13:
Essentially, your "opponents" are scaled up to your level. If you are level 10, and they normally would be level 5, they become level 10 as well. The reverse presumably can hold true, but I've never noticed mobs getting easier - only tougher.
Do they give you more xp if you have this option on?
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