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originally posted in: Bring back over-levelling
5/16/2025 7:52:27 PM
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Frankly power level has always been goofy. The issue is that content should not be inherently easier for someone who has a higher power level than one who does not - obviously this is referencing strictly the arbitrary number in question and not raw experience or skill. The core basic idea of a light deficit is what I think of primarily when balancing activities. The different levels of strike difficulty are probably the best way to illustrate this - for example grandmasters have a recommended power of 2040(?) but enemies scale up to 2060. This is where i find artifact power to be particularly asinine because, while it would take a decent amount of time, theoretically you can get to 2040 no problem. So is the GM deficit supposed to be 20? It's borderline trivial at that deficit. This is where I actually think an old method of strike difficulty would come in kind of handy here - the Seven of Cards or whatever that thing was way back in vanilla d2 that allowed you to change the deficit and modifiers. If you meet or overlevel above an activity's recommendation, suppose a GM, maybe you could input a combatant difficulty different to that set, with rewards scaling as you go up - though to be clear I think this should be a linear scale, not exponential or something like that. Additionally, the ability to fine tune rewards would probably not be a bad idea either. We mostly have this for weapons, but if I could forfeit something like golf balls or ascendant energy for more nightfall ciphers that wouldn't be a half bad reason to get up there either. Idk, just spitballing I guess.
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  • I’m not a good player, I used to level up like crazy to get more power than my better skilled mates. That way it gave me a bit more survivability and enabled me to keep up! Now I’m still pants but always at the bottom of the lives lost/enemies killed pile…not moaning btw, I still enjoy the game!

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  • Power level has been rather basic to grasp. You do stuff and grow in power, that’s what the number represents, raw power. So raw power will naturally make things easier when you have more of it. Nothing goofy about that. You lift weights, gain muscle and can lift those same weights easier. Skill comes into play to overcome the deficit, so skilled play is rewarded, harder content with higher requirements has better loot. And given how power requirements still exist, you still have to level up but now you get no reward for continued progress. Which is actually counter intuitive and goofy, there are no problems with negatives but there are with positives? Double standards. Overleveling also lets lower skilled people engage with harder content. The more people can engage with the game, the more likely they play longer and buy more.

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  • To dumb it down, overleveling doesn’t work well because it’s just fixed set. If you overlevel, yeah you’ll get gear but the game gets boring faster. Make it an actual challenge for the game instead of catering to the babies who haven’t even played a year into this game let alone 10

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  • Yeah design a game only for the ten year vets and ignore new people. That can only make the count go down. Real smart.

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  • I see no issue with it. So many people already complain about everything in a game they don’t own. (FTP). Might as well make it to where you need to buy the game to enjoy it.

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  • Of course you don’t: you have no stake in the company

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  • Don’t need to. It’s doomed to fail anyway. Why bother with the inevitable?

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  • Edited by Obscure Meme: 5/16/2025 10:55:12 PM
    I never said it was difficult to grasp or understand the concept behind power level - nor did I state I disagreed with OP or the idea of overleveling. It's fairly obvious that when the funny number goes up things get easier. The implementation is an entirely different animal and clearly it has had numerous iterations. Except, when you build muscle, you don't stay on the same weight once it gets too easy for you - that's what we call a plateau. The deficit ranges from being borderline unplayable to trivial. The game is not built around something like the difficulty levels found in Halo, which also modify the behavior of the AI, so attempting a GM like 40+ under gets a little ludicrous for the sheer amount of bullet sponges, champions and rank and files they throw at you, while all you have is a paper thin shield. Meanwhile, doing it at like 2035-2040 makes it a cakewalk. The discrepancy is too obvious to miss. The reward is the same whether you attempt it 20 under or 40 under. There is no incentive to play said content at such a high deficit because it's simply not fun nor rewarding. Overleveling would affect only a fraction of the content for the majority of the playerbase - aka low skill. Literally 2/3 of the playerbase has never completed a raid and the enemies in that are not particularly difficult. For GM's sake, it's already stupidly easy even at a power of like 2030. That being said, overleveling would be kind of irrelevant if there wasn't increased reward to go along with it - and I don't mean trivializing harder content.

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