I posted this as its own thread in the bugs section as it a bug in design... but here it is here.
Update 12 seem to be a fantastic idea all the way up to one single nail in the coffin. That nail is one word… “Scaling”. Scaling the level of the enemy or monster just to match your level (or close to it) makes an RPG pointless. The whole reason a person “Grinds” is be strong enough to take oh what is up ahead in the next adventure. You guys took the Indicator levels off the enemy because you felt there was no longer a need due to it was matched with the current player. Awful. If I wanted to travel back to where I started, all the enemies would be at my current level, and this makes me feel like I never advanced or achieved anything. What if I want raise my levels higher just to take on a large monster or boss in a cave, but learning it will do no good until you are killed over and over again. Pointless.
Player Vs. Player (PVP)…. What a wash there too. When would it ever seem fair that a level 12 person be able to kill a player that is level 50+? Why even try or care at that point? Why can a level 25 person attack an enemy with only a few blows and someone that is 45 with same race, pact, and weapons require to hit it three to four times that amount? Does that seem right? Again, Pointless.
I cannot wait to read everyone’s comments on this, and even the team that through Update 12 with the Scaling was a good idea.
I was honestly looking forward to putting more time, and money into this game. Thank you for helping me find something else to do with my free time.