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TopicHas any RPG managed to solve the final boss difficulty problem?
Tyranthraxus
03/22/24 3:47:21 PM
#19:


ellis123 posted...
Correct-ish. Level scaling is on the other side of the of the coin in that it makes it so encounters are never pointless, but as you say it can make you not feel overpowered when you get to the parts where non-level scaled games would normally make you OP. However, as with all things it comes down to implementation rather than actually being an inherent thing. There is sort of a reason that the same couple of examples always come up as they were either really bad implementations of it (TES) or were too hard for the people complaining to use (FFVIII). In some ways it still goes against the core philosophy of what an RPG should do, but as the entire concept of an RPG has long since been dropped in favor of "big numbers + big loot" that is no longer really something that can really be held over it.

FFVIII has one of the best level scaling systems I've ever seen tbh. All enemies have a minimum and maximum level. So enemies scale to a point but eventually they'll stop getting stronger. Consequently if you're intentionally keeping your level down, the enemies minimum levels start kicking in and you'll find yourself needing to grind.

Unfortunately the junction system invalidates this system completely as you can walk out of balamb garden for the first time with everyone having 6000hp

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