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Thread: level scaling enemies

  1. #1

    Default level scaling enemies

    Did anyone else LOVE this feature? I havent played too much of XII so I cant remember if this has been in another FF title or not, but if I remember correctly monsters would scale some in XII but bosses would not (could be wrong been a while). This made it so no matter what part of the game you were on or how overpowered your team was, depending on who/what you fought there was still a possibility you could die, which I love in a game b/c otherwise its just too easy. It also gave the extra bosses (omega and ultima weapons) a boost, and it made the last boss actually make you take more than 1-2 turns to beat the game (w00t!).

  2. #2
    That's me! blackmage_nuke's Avatar
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    I think the problem is theres little ingame information about level scaling which is why alot of people found FFVIII too difficult first time round. And the fact that the level scaling works on a discreet system (to my understanding things only change at level 10, 20 and 30) etc rather than continuous is what pissed me off the most.
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  3. #3

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    Level scaling is a nonsensical concept that should be abolished.

    What possible sense does it make that killer fly with balls for a chin gets stronger as you level up? And it doesn't really do much to make the game harder, as with the junctioning and per-level stat gains you'll never really have a problem with the game, and on top of it unless you grind in the same area for a while you'll never notice.

    In VIII especially, it didn't so much serve as a medium to make the game harder, but rather ANOTHER aspect to exploit to make it easier, cause once you know they scale, you know there is no point in leveling without the Per Level Bonus's.

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    Draw the Drapes Recognized Member rubah's Avatar
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    I think it makes sense in a way.

    Not all wolves are going to be the same strength; not all grizzly bears. Yet in FF, we have extensive stats showing that each monster of each type is exactly the same.

    This is sorta a hack to achieve that effect, while also eliminating the boring 'ugh, another level 1 malboro *smites*' that would otherwise occur.

    I think it's pretty cool, especially the way they implemented the drops and magic with it.

  5. #5

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    Quote Originally Posted by Kyros View Post
    It also gave the extra bosses (omega and ultima weapons) a boost, and it made the last boss actually make you take more than 1-2 turns to beat the game (w00t!).
    Ultima's level scaled, yes, but Omega is always Lv100 unless you're playing the PC version. Ultimecia's level is capped at 65 so it is quite possible to be overpowered for her.

    Quote Originally Posted by blackmage_nuke View Post
    And the fact that the level scaling works on a discreet system (to my understanding things only change at level 10, 20 and 30) etc rather than continuous is what pissed me off the most.
    Enemies' level are either 4/5 or 6/5 of the average level of your current party.

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