Really? I'm playing with a friend, who's also the throwing expert, and he often out-damages me, the blunt weapon expert. At level 15 or 16, I'll crit for 6 or 7 hundred, but I see his criticals reaching 9 hundred. Then again, he was pointing his XP into combat first, so that could explain it.Rednog said:Yea the scaling is really pissing me off, I'm level 22 and still in the first area and I chose the throwing expert (which is hilariously under-powered and such an ill conceived class)
Throwing expert has blunt and sharp skills in the combat tree, which give a special bonus attack if you target and hit the head on a zombie, pair that with criticals and they do silly high damage. But even then the throwing part is underwhelming because it is no more effective than a basic attack, and even then unless you went survival tree throwing the weapon will disarm you. Even then you have a chance to break limbs with in melee, I've riddled some zombies with like 5 knives to the skull and a bash to the head with a nail bat is more effective.fozzy360 said:Really? I'm playing with a friend, who's also the throwing expert, and he often out-damages me, the blunt weapon expert. At level 15 or 16, I'll crit for 6 or 7 hundred, but I see his criticals reaching 9 hundred. Then again, he was pointing his XP into combat first, so that could explain it.Rednog said:Yea the scaling is really pissing me off, I'm level 22 and still in the first area and I chose the throwing expert (which is hilariously under-powered and such an ill conceived class)
meat cleaver keep moving around and take swings at his armsKopikatsu said:No idea. I wasted the one bullet I had.Rednog said:Curious though, if you fight the thugs and bigger zombies, do shots to the head with guns do massive damage? Cause I honestly can't fight the thugs at all as the throwing guy. I can run in take a shot with my weapon and jump out, but then my stamina is depleted, and half the time trying the hit and run tactics I just get backhanded away, and by the time I recover the damn thug is right on top of me and sends me flying again before I can move.
The best way to take down Thugs that I've found is use the Debilitating Wrench (Gotten from restoring power to the Lighthouse) and break their arms/head, then just beat them to death while circle strifing.
The mechanics of Dead Island are flawed, I will give you that much. What really eats at me is the problem any game that isn't partially focused on vehicle use has: I can accelerate backwards to maximum speed in 3 seconds but moving forward feels like I am dragging a trailer.Kopikatsu said:Anyway, for discussion value: How do you feel about level scaling? Any ideas on a better system of allowing enemies to challenge the player? It gets bothersome when you're decked out in glowing legendary armor, but looters in cloth rags and wielding rusty, chipped daggers have more health than you do...
Well, think about it this way. The zombies obviously feel moderate to low pain as they react to being burned, beaten, electrocuted and so on. Yet they can run around trying to nibble on your delicious meat while on fire, missing most of their skin and with both arms cut off.Shadowkire said:Kopikatsu said:Anyway, for discussion value: How do you feel about level scaling? Any ideas on a better system of allowing enemies to challenge the player? It gets bothersome when you're decked out in glowing legendary armor, but looters in cloth rags and wielding rusty, chipped daggers have more health than you do...
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Also drop the health scaling of the undead, about 1000-1200 damage drops the living at level 28 and it takes 1800+ to take down the undead.
Personally, level scaling takes away the entire point of leveling for me. If I find an area in an RPG where the enemies are all lvl 38, I want to go off and level up to lvl...say, 42. I have a clear outline as to how powerful I need to be to defeat those certain enemies without much difficulty. What's the point of going out of my way to get stronger if the enemies just get stronger with me? In that case, like Haymaker said immediately below you, just give me a skill point or whatnot every time I level up.krazykidd said:Soooooo , what you prefer that enemies always be weaker than you and the game becomes L4D on easy mode?
You make a very good point sir, but as I said, it works to build tension.ChildofGallifrey said:Personally, level scaling takes away the entire point of leveling for me. If I find an area in an RPG where the enemies are all lvl 38, I want to go off and level up to lvl...say, 42. I have a clear outline as to how powerful I need to be to defeat those certain enemies without much difficulty.krazykidd said:Soooooo , what you prefer that enemies always be weaker than you and the game becomes L4D on easy mode?
Yeah, I wholeheartedly agree. I read your post right after I finished mine, and you outlined what I was trying to say in my second paragraph much better than I did.B4DD said:You make a very good point sir, but as I said, it works to build tension.ChildofGallifrey said:Personally, level scaling takes away the entire point of leveling for me. If I find an area in an RPG where the enemies are all lvl 38, I want to go off and level up to lvl...say, 42. I have a clear outline as to how powerful I need to be to defeat those certain enemies without much difficulty.krazykidd said:Soooooo , what you prefer that enemies always be weaker than you and the game becomes L4D on easy mode?
Bull pucky, I'm going to give you an example that doesn't use levels and you still feel like you're getting stronger. Deus Ex: Human Revolution. You didn't have levels but by the end of the game you were either a super-cool killing machine or a ghost's shadow.Doclector said:I suppose the levels help to reinforce the idea of getting stronger. More a marker of progress than anything else.WaywardHaymaker said:I think if you're going to level scale (Where EVERYTHING levels with you), don't really bother including levels at all. Why not just gain a skill point or whatever every time you fill the EXP bar?
I haven't played the game yet, but level scaling is a little annoying. To work, you have to feel genuinely more powerful, without things actually getting easier. I thought oblivion did it pretty well.
Ehh, the praxis was essentially leveling. It's the same system, just by a different name...er...lack of a name.Inkidu said:Bull pucky, I'm going to give you an example that doesn't use levels and you still feel like you're getting stronger. Deus Ex: Human Revolution. You didn't have levels but by the end of the game you were either a super-cool killing machine or a ghost's shadow.
Levels are archaic, developers don't really need them anymore. I think it just fill people with nostalgia. Either that or mini/maxi gamers can use them as rough earmarks for their math.