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phyriel

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Nov 14, 2016
92
58
I'm going for defensive / agility and power tree this time, gonna focus on max parry/dodge/deflection/accuracy and a lot of stuns, maxed finesse and might, gonna follow with resolve and quickness. I'm thinking that if you're completionist and don't skip zones while also getting training, all rp dialog (more exp), and opening all chests and stuff we will again run into overlevel issue. I wanna be prepared this time and have my defensive supplemented by viable anti armor option which is one handed with high armor pene.

I wish I could grab magic for that 3 elemental bonuses for attacks and also this last skill is crazy CC powerhouse. But its too much investment I think. It will be nice addition if I ever get that high lvl but I consider that bonus at this point.
 

Luckmann

Adjudicator
Apr 15, 2005
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I find it funny that people are criticizing your build with arguments that lack any form of logic.

The build is not a problem, at all, it is not a min max build, that is for certain, but that is not the point of the thread, at all.

The point is, level scalling is completely supid, in fact, as it is, if you leave the main character behind and fight with only the other characters, preventing the main from levelling and thus holding back the level scalling, the game will get ridiculously easy.

TL : DR Level scalling is a very bad concept.

This explains why my game is getting progressively easier, because for whatever damn reason, my party members are outleveling me.

I'm not even trying to hold my PC back, they're just running laps around him in terms of leveling. Lantry is almost three full levels ahead of me.
 

Ur-Quan Lord 13

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I'm not even trying to hold my PC back, they're just running laps around him in terms of leveling. Lantry is almost three full levels ahead of me.

Are you always using the same party?

People you leave at the spire actually level faster (probably because their skill exp gets spread around?) so if you've switched Lantry out a few times that may be why.

My javelineer kept up with Sirin and Lantry, but for a little while I left Barik behind and he ended up a level ahead of me.
 

Luckmann

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Apr 15, 2005
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Are you always using the same party?

People you leave at the spire actually level faster (probably because their skill exp gets spread around?) so if you've switched Lantry out a few times that may be why.

My javelineer kept up with Sirin and Lantry, but for a little while I left Barik behind and he ended up a level ahead of me.

Nah, I'm always using the same party. I'm loving the leveling/character system overall, but it could've used some tuning, because not only is my party outpacing me, but like you say, if you leave companions outside of the party, they'll outlevel you - and not only that, but they'll outlevel you without building up their relevant skills.
 

HansBricks

Recruit
Nov 18, 2016
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0
I think this falls under the category of you can't do anything you want and expect to succeed on potd. I like the difficulty scaling, just focus your skills more or travel with the companion that gives you bonus xp for a specific skill you want to keep high. Accuracy is the single most important dps stat in the game, your build doesn't generate enough to keep up with scaling. Find another one.
 

phyriel

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Nov 14, 2016
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58
I think this falls under the category of you can't do anything you want and expect to succeed on potd. I like the difficulty scaling, just focus your skills more or travel with the companion that gives you bonus xp for a specific skill you want to keep high. Accuracy is the single most important dps stat in the game, your build doesn't generate enough to keep up with scaling. Find another one.

Captain Obvious :)
 

Luckmann

Adjudicator
Apr 15, 2005
344
277
Captain Obvious :)

Unless you're familiar with the system, this is, honestly, pretty far from obvious. Accuracy is a good example - if you're not a veteran from PoE, there's no way for you to know just how incredibly powerful Accuracy can be.

There's also subtle differences (and less-than-subtle differences) from PoE. For example, it took me some time to get used to the idea that everyone can use magic freely, so if someone doesn't take advantage of that, you're losing out. It took me some time to realize this for the two fighter characters.

Another example of something that was "obvious" before was Disengagement attacks. I hate that system with a passion, but in Tyranny, suffering Disengagement attacks is usually not a big deal at all - or at least that's my personal experience so far, maybe things are different based on build and combat approach.

Really, the second I stopped viewing things as "obvious" and just threw out my preconceived notions based on my experience with PoE, my combat capacity drastically improved. So what I'm saying is that while it may be obvious to you, it's not necessarily obvious to anyone else, and what is obvious may turn out to actually screw you.

That being said, level-scaling is utter horseshit. Peasant chaff should stay peasant chaff, regardless of whether I kill them with a piddly knife at level 1 or with my godly stare granted by the elder gods at level 49. The idea that the average enemy automagically improve is ridiculous.
 

HansBricks

Recruit
Nov 18, 2016
2
0
Unless you're familiar with the system, this is, honestly, pretty far from obvious. Accuracy is a good example - if you're not a veteran from PoE, there's no way for you to know just how incredibly powerful Accuracy can be.

There's also subtle differences (and less-than-subtle differences) from PoE. For example, it took me some time to get used to the idea that everyone can use magic freely, so if someone doesn't take advantage of that, you're losing out. It took me some time to realize this for the two fighter characters.

Another example of something that was "obvious" before was Disengagement attacks. I hate that system with a passion, but in Tyranny, suffering Disengagement attacks is usually not a big deal at all - or at least that's my personal experience so far, maybe things are different based on build and combat approach.

Really, the second I stopped viewing things as "obvious" and just threw out my preconceived notions based on my experience with PoE, my combat capacity drastically improved. So what I'm saying is that while it may be obvious to you, it's not necessarily obvious to anyone else, and what is obvious may turn out to actually screw you.

That being said, level-scaling is utter horseshit. Peasant chaff should stay peasant chaff, regardless of whether I kill them with a piddly knife at level 1 or with my godly stare granted by the elder gods at level 49. The idea that the average enemy automagically improve is ridiculous.

I think the level scaling is actually a brilliant way to nerf abusing the stacking material force mechanic. Do it too much, and you'll level too many skills at once and hurt your accuracy.
 
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phyriel

Sergeant
Nov 14, 2016
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58
Yea stacking material force doomed me :) I got like 8 levels in 3 maps and got wrecked at 4th;p Anyway atleast now I know... also rebuffing 5 buffs every 1minute sucks. In the end you loose more than you hoped to gain. Btw volcanic weapon doesn't stack. Anyway I stand by disliking scaling... why? plainly because its a) not immersive b) kinda forces linear gameplay, with static world in which you got "easy" zones and "guaranteed death" zones you are only somewhat piloted but if you're feeling adventurous and want to test your build, idea you can go and face crazy enemies (bg2 dracolich anyone? or entering yet another level of caed nua even tho you barely got thru the current) and c) some builds revolve around specific thing like riposte builds are about enemies miss you... while you can work on your deflection there is a hardcap on how much deflection you can get thru items and enemies will scale forever so at some point when you get really really really high level your build just drops from working super good to complete garbage.
 
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phyriel

Sergeant
Nov 14, 2016
92
58
Can't seem to find Momentum Gauntlets this playthrough. Last time I had them, now I double checked every zone in act 1 and don't have em... probably its rng. But I can't complain cause I found superior leather boots with Goring ability (+25% precision on enemies under 35% hp). Thats quite op. Also found a hood that give +10% dmg while above 75% hp. Quite strong also.
 

GreatAlucard

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The thing is, as a rule, people think that without level scaling the game will get easier and you will fight easier enemies, this is wrong on so many levels and couldn't be farther from the truth. Unfortunately it is a rather well spread fallacy.

Level scaling is superior to bad level design, that much everyone can agree on. BUT level scaling is complete and utter bullshit when compared to good level design.

Oh your character leveled non combat skills? Too bad, enemies got their COMBAT skills leveled because of that (just to name an example).

As a rule what level scaling does is give an incentive to min/maxing combat related skills while actually punishing other types of playing.

Good level design on the other hand allows freedom of play while making sure that relevant enemies will NEVER be weak compared to the player, and more, it prevents a weak player from being on the same level of a strong enemy.

The Requiem mod for Skyrim comes to mind as good level design, Witcher 3 also comes to mind (even though, admittedly it falls apart later in the game). I'm sure there are several other examples, especially in CRPGs, I just don't remember that many others that I'm sure are not scaled.

TL : DR Level scaling is an easy way out of having to actually dedicate time into good level design.
 
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Victor Creed

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Nov 10, 2016
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Totally disagree on your argument abut leveling non combat skills.
It is by all means good design that enemies get stronger when you level non combat, you get talent points and Attributes for leveling, so you still get stronger in combat, maybe even your random loot is leveled, so you get better items for leveling those non combat skills.
 
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GreatAlucard

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Loot in tyranny is generic, all that increases is the quality, which you can increase in the forge spire. And the magical effects are all set (your level being irrelevant)

You could factor attributes and talents but enemies have both their attributes and talents already set, they don't change, enemies getting new talents after a certain point is actually interesting, because it would demand a change of tactics, only that is not what happens with level scaling, because all they get is an arbitrary stat increase.

It is in fact, easy to prove the point, play once levelling only a very specific combat skill, afterwards levelling non combat skills too, and lastly, play once using 3 party members and always leaving the main behind (because enemies scale to him), so he falls behind on levels, the results will pretty much speak for themselves, and if nothing else, it is sure to prove that it takes away freedom of choice when efficiency is at stake.

Looking at it in other ways, such as logic, it makes even less sense, so your character is better at lore now? Guess what, that wolf over there now has a stronger bite. (the logic side speaks for itself, this paragraph didn't even need to exist but... oh well...)

I understand the desire for level scaling because good level design is not all that common anymore but you don't even have to look all that far back in RPG history to see how many of them never needed this poor excuse to work, and work better..

In the end, it only exists because it is easier to do, not because it is better, I don't think you'll ever find a developer that says the opposite.

The only actually good side of level scaling is that is allows developers to focus more of their time on other aspects of the game, since it can be done A LOT faster than carefully designing it.
 
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phyriel

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Nov 14, 2016
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The enemies don't scale past level 18 fyi.

Oh so at level 18 we are finally able to diversify our builds :) thank god. I don't think scaling is any good either... I hear arguments that it keeps the game challenging but as a matter of fact its not... after aknowledging that world scales with you all you have to do is look at talent trees... erase all the interesting ones and just dump all points into multistriking abilities and those that up ur accuracy/ (parry/dodge based on spec) and deflection, keep doing that, keep leashing mobs and u're done... tripple crown solo done.

I'd rather have an approach in which world is static but some zones are really uber hard but accessible so you can try urself... ofc tyranny is not gonna work with anything like this cause its a pretty linear game. That being said I don't think I'll finish my solo potd run... I'm entering ascension hall again... this time i'm 2 levels lower (hurray... who would've thought that staying lower level is actually the goal of the game o_O) but it seems that the only way to beat potd solo is to abuse dumb AI and leash every second pull. In citadel I just fought one pack in which 2 mobs were just around the corner the whole time I fought melee guy... they were still in combat but too stupid to just step few steps to the left so they got me in vision... instead they kept waiting behind the corner, once I killed the melee guy they casually dropped combat and started walking back to their initial position. Those are uber derp moments that actually challenge your motivation to achieve anything... cause its like beating on handicapped people... Anyway I'm playing for now just for animations and graphics... once I'm bored with that I'm done and go pack to PoE.

Edit. Im wondering how they managed to make AI that stupid if they had no problem like this in PoE. Leashing was way harder in PoE if possible at all with some packs and you'd never have AI blocked against the wall because of line of sight issues.
 

GreatAlucard

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For Tyranny I'm not sure of how them stopping at 18 affects the game, probably not too much, the endgame levels are around 20 and 22, if it went further fights would probably last longer but I doubt they would be able to actually cause any real danger.

Just to make it clear, no one is complaining that the game is hard because of level scaling, quite the opposite actually. Level scaling makes the game ridiculously easy for every half efficient build.

The only way level scaling would ever make the game harder is if the player actively tries to hinder himself, or if less experienced RPG players did so unknowingly.
 
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Luckmann

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Apr 15, 2005
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I don't get the hate for th scaling either, would be super boring to fight weakling enemies while your own power increases.

This right here is a strawman, and a false dichotomy.

"No level-scaling" ≠ "Only fight weaklings".

Any veteran player that's played classic CRPG:s without significant scale-to-level systems knows this (Baldur's Gate, Planescape: Torment, Morrowind, Age of Decadence, etc). If anything, it's usually straight-up the opposite, since you risk getting absolutely thrashed if you're not careful.

Level-scaling is an artificial crutch, for lazy content progression generation, and allows you to not playtest things like content pacing and general difficulty, and instead depend on algorithms to make sure you're always facing a flat encounter "value".

The enemies don't scale past level 18 fyi.

Well, considering the general difficulty of the game, I wasn't really expecting to meet anything challenging anyway, so at level 18, I guess it makes sense that they'd just say "Screw it" and allow you to just sail through the content and get it over with.
 
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