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Curious Question (scaling related)

HWHorathlab16_ESO
HWHorathlab16_ESO
Soul Shriven
I'm just wondering why when the dev's decided to scale dungeon levels, they didn't decide to scale the player and loot instead, They seem to have created a system that instead of increase the pool size of people you can group with, has limited to brackets every few levels.

I know mentioning other MMO's isn't very popular thing to do, but I'm going to give FF14 as an example, Dungeons in that scale the player to the maximum level of a dungeon if you're over it no matter how high you are once you're qualified to enter the dungeon, this means the pool of available people to group with only gets larger once you hit it and means if you missed the dungeon while you were leveling up, you can still play it, and play it how it was intended.

The system ZoS have created seems to be very counter productive to what they're trying to achieve. Thoughts anyone?
  • Gyudan
    Gyudan
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    I think that they answered this question (or a similar one) a while back. It's supposedly harder to scale the player (his health, dmg, healing done, ...) than to adjust the level of the instance.
    In my opinion the current dungeon scaling works quite well, at least for veteran dungeons. If you want to do a vet pledge with your friends but everyone has mismatched levels, you can just give leadership to someone in the middle to scale the dungeon adequately. Nobody will get great loot from the dungeon itself (mostly crap apart from very lucky drops of ebon/worm's/heads) but the chests accessible after completing the pledge will scale to each player's current level.
    Wololo.
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