Does anyone else find level scaling annoying sometimes?

Post » Fri Nov 15, 2013 2:56 pm

Im a mage, my spells don't do a lot of damage so i need to cast more

>I need to level enchanting

>leveling enchanting skyrockets my total level

>raising my total level makes everything scale in health

>I need to cast even more spell to kill things.

when does it end?

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Adam
 
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Post » Fri Nov 15, 2013 9:32 pm

What happened with the "shouting pugilist" build?

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Yonah
 
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Post » Fri Nov 15, 2013 10:24 am

It'll end when you play without thinking about levelling.

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Rowena
 
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Post » Fri Nov 15, 2013 2:00 pm

I do multiple characters ^_^.

That was great fun. Though as soon as i did the restoration thing to make my unarmed do more damage, and have unlimited shouts, i didn't know what to do since ive been everywhere in skyrim. I guess its more about the journey than the destination. Im not very good with restraint either lol.

I still switch back and forth though, its a ton of fun!

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Batricia Alele
 
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Post » Fri Nov 15, 2013 4:38 pm

Im not thinking about leveling, I'm thinking about how this game isn't friendly with destruction mages.

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Bird
 
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Post » Fri Nov 15, 2013 11:47 am

Well if by leveling scaling you mean destruction damage scaling than this has been touched on many times that bethesda gone goofed up with the magick, again, in this game. Oblivion suffered from the same thing but at least the spell making "bandaided" the issue so while it wasn't fixed it was overlooked.

As far as leveling scaling in general, eh i'm fine with how enemies scale with you more so in skyrim than oblivion. What i do not like is how insanely quick alchemy is level up with just Giants Toe and Wheat but Enchanting takes forever even with the mages stone. For a mage build it's the worst thing that happened. I think bethesda should have made rings that allowed us to increase the strength of enchanting and also allowed us to gain a crap ton more experience doing that. Been trying for ages to get to level 100 on enchanting on a new character and it's so boring :(

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Klaire
 
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Post » Fri Nov 15, 2013 12:42 pm

I've been messing around with staff enchanting, though sort of expensive, i find that it levels enchanting nicely.

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Taylah Illies
 
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Post » Fri Nov 15, 2013 7:10 am

I think scaling is generally stupid because I think a good RPG should have the player revolve around the world, not the world revolve around the player.

In a real RPG,

1) You could access end game loot and enemies from day 1, but you could not beat them until later on.

2) You got crap loot at first, but if you were good you could get loot intended for higher levels.

3) There may be a high end enemy in a cave right outside where you start the game, giving you an incentive to return there later on when you're strong enough. Conversely, if you skip the main quest until you are level 50, the dungeon you go to will have the same enemies you would have fought at level 5.

Skyrim like other scaled games make the world seem like it was created yesterday. Morrowind and Oblivion at least had god-tier stuff in stores from day 1, but good luck finding that in the wild. In Skyrim, when you start the game everything is leather and iron, bandits go down with 2 hits and drop 4 coins, and when you level up people suddenly figure out how to make dragon scale armor, bandits are suddenly wearing Nordic Carved and Draugr learn to shout.

For the most part level scaling is ass if you ask me.

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Mr. Ray
 
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Post » Fri Nov 15, 2013 2:36 pm

You're kidding, destruction magic is too powerful in this game!

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Georgine Lee
 
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Post » Fri Nov 15, 2013 10:26 am

That's more of an issue with destruction damage not scaling. Once you get the impact perk, though, it becomes much less of an issue.

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ChloƩ
 
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Post » Fri Nov 15, 2013 1:07 pm

IIRC, weren't people complaining that there was a overall lack of scaling in Morrowind, which lead quickly to God Characters?

With a bit more tweaking, I think a combination of FO3's, Skyrim's and Francesco's leveling could work. Areas still being scaled, some areas stronger than others even at lvl1, low lvl enemies still spawning and areas with higher loot than usual (remember finding a Raider with a flamer and a raider party with a rocket launcher on a different character at a very low lvl in FO3. Those were fun fights).

Didn't like Vanilla Oblivion's level scaling at all though. Felt too strict and it would erase low lvl enemies later in the game.

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Emilie Joseph
 
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Post » Fri Nov 15, 2013 9:22 am

I run into it with bows. My favorite bow for my wood elf is the long bow, both for its speed and aesthetics. It requires a lot of support skills to make it usable.

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Kelvin Diaz
 
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Post » Fri Nov 15, 2013 2:55 pm

I hate level scaling so much in video games.

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I love YOu
 
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Post » Fri Nov 15, 2013 5:51 am

Single-player game. I know I didn't power play so as to get best equipment and skills early on. But there is the option and I appreciate having the option.

In Skyrim only way to take shortcuts like that is cheating. Not good. After 20th playthrough you just may get sick of the first 10 hours so you want to get better stuff early on to get a quicker start.

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lucy chadwick
 
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Post » Fri Nov 15, 2013 9:20 pm

Level scaling is not the problem. If you'd make everything static then at any moment in the game only 1/3rd of the dungeons in the game would be challenging but not impossible. It's easy to forget morrowind too. You'd have experiences where you enter a dungeon thinking it shouldn't be too hard, and getting killed before you can run away. Or in the end only being challenged in a few if any dungeons. I had especially bad experiences with skeletons using paralyze arrows as the first encounter in a dungeon. It completely takes you out of the experience if you have to reload the game every time you stumble into the wrong place that you couldn't have known to hold such enemies.

The real problem is the difference in power between starting characters and end game characters. It's not only unrealistic but it also makes it very likely to have either an underpowered or overpowered character, making the game less fun. This huge power gap works well in linear RPG's because there you determine your own pace. With level scaling it means if you even get a few levels behind in terms of power vs. the level your character is, you're lost. Suddenly fights become not only difficult but nigh impossible.

But for that people need to abandon the idea that RPG's are games where you turn a beggar into a demigod. Some people see the oblivion experience of writing your levelups down into notepads and planning your character to be the ultimate hero to be roleplaying. I find it sort of strange.

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Pants
 
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Post » Fri Nov 15, 2013 9:07 am

It always annoys me. It feels like it's not an exploration adventure RPG, but a Diablo 3D-clone. Concerning the loot.

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Kanaoka
 
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Post » Fri Nov 15, 2013 5:12 pm

enchanting is powerful, not destruction magic.

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Charlie Ramsden
 
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Post » Fri Nov 15, 2013 1:21 pm

It depends on what difficulty you play on, and of course, your playstyle.

My vanilla experience was:

Melee Warrior/Archer/Thief were (too) easy on Master.

Mages that focused on Conjuration were about the same,

Mages that focused on Destruction require constant kiting, impact abuse, and care (potion spamming, enchantments, etc).

Also, since Destruction doesn't scale, you are dependent on the next level of spells becoming available when you near a threshold. So when you're around a 45 Destruction skill, firebolt (or whatever) is a peashooter that pings off small chunks of damage from enemies. There are difficulty spikes until the next "level" of spells become available.

And of course, you begin to grow weaker relative to enemies starting around level 45 as a Destruction mage.

If you play Adept, or even Expert, I think Destruction is probably just a tiny bit more difficult, but on Master you notice the difference. But it's not so noticeable if you play a "well-rounded" mage, because most damage will be dealt with other schools, like Conjuration and Illusion.

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QuinDINGDONGcey
 
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Post » Fri Nov 15, 2013 5:55 pm

Even if Morrowind and Oblivion had god tier stuff in stores most of those costed 2-8k gold and no one had that much money initially in oblivion. In fact I'd argue you get more gold and loot quicker in skyrim seeing how the loot is randomized when you get to those areas(lets not forget the giants toe wheat combo sells quite a bit when you make it). Some of the best loot in oblivion were from quests, some stores or if you created them. In skyrim you could find better loot even if your level or perks in that skill weren't high enough. I just found an entire dragonscale armor and my skill was like 40 in smithing and the dragons were not triggered meaning i can't get scales or bones or even make them myself. I think that's beast really.
As far as type of armor when you first start the game I think that's the proper way to do things, to automatically have shops with god mode items is just ruining the game so to speak making it unbalanced, becoming a god at level 1 strips any sort challenge when you start. In the beginning everyone for the most part is the same, having leather basic iron armor until they level up and get better loot. That's how RPG's work. You don't get ultimate weapons in the beginning Kingdom Hearts or Final Fantasy games. Hell you don't get flawless weapons in Kingdoms of Amalur at level 1(not to mention loot is level restrictive in that game).

Also cheating isn't really the proper word in this case, it's more exploiting the system mechanics that were in place by the devs. Cheating would imply you're using gameshark or console commands to get things. Big difference in the meaning behind those two words.

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Soku Nyorah
 
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