
I agree with this, for the campaign it should be based on area, but in adventure mode, it can have scaling.
[World] The open world's difficulty is determined by the World Tier, and your player's level.
[Dungeon] Base dungeon difficulty is whatever, they exist all over. You will eventually start to get certain drops that will empower a random specific dungeon (mobs get buffs, you get buffs) at a Tier level. 1, 2, 3, 4, etc.
I presume the dungeon tier levels are static, and not scaled off your player character. These will be entirely too easy, nicely challenging, or completely too hard (Kinda like D3 greater rifts)
[Quests] Seasonal Challenges, bosses, events, and quests. They've said they would be adding seasonal challenges that would involve additional quests to complete and bosses to fight. I don't know how we would have any info about these yet. I feel like it might be A La PoE and you'll have to go fight a big bad boy, with a very hand-crafted difficulty level. So you can understand the importance of gold
Like in d3 if u are doing a play-through of the campaign, it’s actually easier if you just skip every enemy except for the necessary ones, because you will level less and then the enemies will be weaker.
This is completely nonsensical, enemies in a further part of an area should become stronger.
I love how in d2 if u run a few areas ahead u are suddenly in an area that is too strong and u gotta really try or you’ll be dead.
Or in old wow how u could accidentally end up in a high-level area and get yourself humbled, (like going to dark shore from Elwynn forest) But then once you level up enough you come back and can face those enemies which used to kick ur ass. Level scaling completely takes away that kind of progression.
Last edited by a moderator: