History Main / LowLevelAdvantage

8th Apr '18 9:32:36 AM DanteVin
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* In ''VideoGame/GranblueFantasy'', lower-rarity characters provide a bonus amount of Prestige Pendants that the higher-rarity characters, but the bonuses are only counted for characters who are at the front-lines when the raid ends. For example, 3 R characters will net the player 24 Pendants in an Omega Showdown raid, while SR characters will provide only 12 Pendants in the same condition. SSR characters do not have this perk.
6th Jan '18 11:53:06 AM Temporary14
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*** Due to the game's horrifically broken LevelScaling system, this is referred to as "[[http://en.uesp.net/wiki/Oblivion:Leveling#The_Leveling_Problem The Leveling Problem]]". The enemies of the world only level up when the player levels up. Pretty standard for a game with level scaling so far. However, you can level up after 10 skill increases. Upon leveling up, your are given the option to increase your Attributes (Strength, Intelligence, etc.) and receive multipliers based on which Attributes govern the skills you increased in order to gain that level. If you make poor choices in leveling up, your character will become relatively ''weaker'' than the game's scaling enemies as your level progresses. Essentially, unless you play as a full blown MinMaxing {{Munchkin}} to minimize EmptyLevels, the ''game gets harder'' as you level up. Naturally, many, ''many'' {{Game Mod}}s exist which balance out this aspect of the game (though they are only available to PC players).
*** If you don't feel like being a Munchkin, another alternative is to simply ''never level up''. Leveling up only occurs when you sleep, and there is no actual need for your character to sleep. Meanwhile, your ''skills'' will continue to increase through use. Due to one quest requiring you to sleep, it is possible to beat the game's main quest at ''level 2''. The result is the world being saved from a horde of extremely feeble monsters by a strangely competent insomniac.

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*** Due to the game's horrifically broken LevelScaling system, this is referred to as "[[http://en.uesp.net/wiki/Oblivion:Leveling#The_Leveling_Problem The Leveling Problem]]". The enemies of the world only level up when the player levels up. Pretty standard for a game with level scaling so far. However, you can level up after 10 skill increases. Upon leveling up, your are given the option to increase your Attributes (Strength, Intelligence, etc.) and receive multipliers based on which Attributes govern the skills you increased in order to gain that level. If you make poor choices in leveling up, your character will become relatively ''weaker'' than the game's scaling enemies as your level progresses. Essentially, unless you play as a full blown MinMaxing {{Munchkin}} to minimize EmptyLevels, the ''game gets harder'' as you level up. progresses.. Naturally, many, ''many'' {{Game Mod}}s exist which balance out this aspect of the game (though they are only available to PC players).
*** If you don't feel like being a Munchkin, another alternative
players). Another aalternative is to simply ''never level up''. Leveling up only occurs when you sleep, and there is no actual need for your character to sleep. (Though it provides free healing if done at a bed.) Meanwhile, your ''skills'' will continue to increase through use. Due to one quest requiring you to sleep, it is possible to beat the game's main quest at ''level 2''. The result is the world being saved from a horde of extremely feeble monsters by a [[WeakButSkilled strangely competent competent]] insomniac.



*** Another issue with the system is the fact that your allies during the main quest are some of select few humanoid [=NPCs=] that ''don't'' level up with the player. If you delay too long, allies are rendered useless and {{Escort Mission}}s are near impossible. On the other hand, if you immediately jump into the main quest, you'll find your allies overpowered, rendering things too ''easy'' and having said allies basically win by themselves. The same goes for summoned creatures--overpowered if acquired early, little more then [[WeHaveReserves cannon fodder]] when used later.

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*** Another issue with the system is the fact that some of your allies during the main quest are some of select few humanoid [=NPCs=] that ''don't'' level up with the player. player, or have low level equipment even at high levels. If you delay too long, allies are rendered useless and {{Escort Mission}}s are near impossible. become extremely difficult. On the other hand, if you immediately jump into the main quest, you'll find your allies overpowered, much stronger than the enemies, rendering things too ''easy'' and having said allies basically win by themselves. The same goes for summoned creatures--overpowered if acquired early, little more then [[WeHaveReserves cannon fodder]] when used later.
21st Nov '17 1:00:56 PM BeerBaron
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* ''Franchise/TheElderScrolls'' refers to this as [[http://en.uesp.net/wiki/Oblivion:Leveling#The_Leveling_Problem The Leveling Problem]].

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* ''Franchise/TheElderScrolls'' refers to this as [[http://en.uesp.net/wiki/Oblivion:Leveling#The_Leveling_Problem The Leveling Problem]].''Franchise/TheElderScrolls''



** In ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', the enemies of the world [[LevelScaling only level up when the player levels up]]. However, you trigger the level-up procedure by sleeping and there is nothing stopping you from continuing to increase your skill levels (which determine your ''actual'' power) in the meantime. Although the game does restrict a few things to higher levels, it is entirely possible to complete the main quest at Level 2. This can all result in the land being saved from a horde of extremely feeble monsters by a strangely competent chronic insomniac.
*** Avoiding leveling up is also advantageous because ''entire classes of enemies disappear from the game world'' if your class is too advanced. All of the scamps and skeletons or whatnot will be replaced with elite mooks wearing daedric armor who can kill you in two hits if your armor is trash. Many, many user mods have balanced out this aspect of the game.
*** There's also the issue of damage being capped (via both available magicka and a limit on stats), while health is not. Basically, once the player reaches a certain threshold, their damage stops increasing, but the health of enemies around them isn't, leading to long, drown out and incredibly dull fights with not only bosses, but with a simple leveling mook. However, monster damage is not in fact capped, meaning that as the player reaches the point where they were supposed to be able to challenge the nine Divines themselves (say level 40 or so), it's more or less impossible to get through fights without resorting to the use of a GameBreaker (which there are plenty of, and thereby render things too easy, but still long and drawn out).
*** The fact that your allies during the main quest are some of select few humanoid [=NPCs=] that don't level up with the player hardly helps--if the player delays too long, allies are rendered useless and escort missions near impossible. On the other hand, if the player delays too little, he may find his allies overpowered, rendering things too easy and having said allies basically win by themselves. The same goes for summoned creatures--overpowered if acquired early, little more then [[WeHaveReserves cannon fodder]] when used later.
** ''VideoGame/TheElderScrollsVSkyrim'' uses the same mechanic as Oblivion where the more you level up, the less common early enemies will be. Usually the game is a lot better than it's predecessor as you wont see bandits running around in glass armor and mugging people for pocket change. "Usually". As with raiders regular draugr and skeletons would disappear and be replaced by more powerful draugr. Not too bad but this gets worse and worse as you get stronger and stronger, culminating in [[BossInMooksClothing Draugr Deathlords]] appearing in every dungeon except the dungeons near Riverwood, which are kept at a low level intentionally. Deathlords have several Thu'um including Unrelenting Force (which can lead to your death if you're tossed of a high staircase) and Disarm (which is hell on the console versions as the weapon can clip through the corners and become lost). And then there are the Draugr Deathlord Overlords, who are bosses in their own right.

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** In ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', Oblivion]]'':
*** Due to
the game's horrifically broken LevelScaling system, this is referred to as "[[http://en.uesp.net/wiki/Oblivion:Leveling#The_Leveling_Problem The Leveling Problem]]". The enemies of the world [[LevelScaling only level up when the player levels up]]. up. Pretty standard for a game with level scaling so far. However, you trigger can level up after 10 skill increases. Upon leveling up, your are given the level-up procedure by sleeping and there is nothing stopping you from continuing option to increase your skill levels (which determine Attributes (Strength, Intelligence, etc.) and receive multipliers based on which Attributes govern the skills you increased in order to gain that level. If you make poor choices in leveling up, your ''actual'' power) in character will become relatively ''weaker'' than the meantime. Although game's scaling enemies as your level progresses. Essentially, unless you play as a full blown MinMaxing {{Munchkin}} to minimize EmptyLevels, the ''game gets harder'' as you level up. Naturally, many, ''many'' {{Game Mod}}s exist which balance out this aspect of the game does restrict a few things (though they are only available to higher levels, PC players).
*** If you don't feel like being a Munchkin, another alternative is to simply ''never level up''. Leveling up only occurs when you sleep, and there is no actual need for your character to sleep. Meanwhile, your ''skills'' will continue to increase through use. Due to one quest requiring you to sleep,
it is entirely possible to complete beat the game's main quest at Level 2. This can all ''level 2''. The result in is the land world being saved from a horde of extremely feeble monsters by a strangely competent chronic insomniac.
*** Avoiding leveling up is also advantageous because ''entire classes of enemies disappear from the game world'' if your class is too advanced. All of level surpasses the scamps and skeletons or whatnot levels in which they'll spawn. For example, Scamps will be replaced with elite mooks wearing daedric armor who can kill you in two hits if stop spawning (or at least become incredibly rare spawns) once your armor is trash. Many, many user mods have balanced out this aspect of level reaches the game.
teens. Need Scamp skin to brew a specific potion? Tough luck. Better hope some randomly spawns in the inventory of an alchemist or apothecary. This also happens to a number of wild animal enemy types, which obviously makes [[TwentyBearAsses Twenty Bear Ass]][=-type=] quests harder to complete.
*** There's also the issue of damage being capped (via both available magicka and a limit on stats), while health is not. Basically, once the player reaches a certain threshold, their damage stops increasing, but the health of enemies around them isn't, leading to long, drown out and incredibly dull fights with not only bosses, but with a simple leveling mook. However, monster level-scaled mook who are now, inexplicably, {{Damage Sponge Boss}}es. Further, enemy damage is ''is not in fact capped, meaning that as the player reaches the point where they were supposed to be able to challenge the nine Divines themselves (say level 40 or so), it's capped'', making those very same mook-like enemies far more or less impossible to get through fights without resorting to dangerous.
*** Another issue with
the use of a GameBreaker (which there are plenty of, and thereby render things too easy, but still long and drawn out).
*** The
system is the fact that your allies during the main quest are some of select few humanoid [=NPCs=] that don't ''don't'' level up with the player hardly helps--if the player delays player. If you delay too long, allies are rendered useless and escort missions {{Escort Mission}}s are near impossible. On the other hand, if you immediately jump into the player delays too little, he may main quest, you'll find his your allies overpowered, rendering things too easy ''easy'' and having said allies basically win by themselves. The same goes for summoned creatures--overpowered if acquired early, little more then [[WeHaveReserves cannon fodder]] when used later.
** ''VideoGame/TheElderScrollsVSkyrim'' uses the same mechanic as Oblivion where the ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' takes several lessons from ''TES''[='s=] ''VideoGame/{{Fallout}}'' sister series, greatly improving on ''Oblivion''[='s=] system. Level scaling is still present, but used much more you level up, the less common early enemies will be. Usually the game is a lot better than it's predecessor as you wont see bandits running around in glass armor and mugging people for pocket change. "Usually". As with raiders regular draugr and skeletons would disappear and be sensibly. For instance, instead of enemy classes phasing out entirely, they just become rarer while being replaced by stronger variants. The removal of Attributes also makes it difficult (though not impossible if you focus solely on non-combat skills) to experience EmptyLevels. It also introduces Perks, so that as you increase your skills, they not only get stronger, but you actually gain access to more powerful draugr. Not too bad but this gets worse abilities to use as well. It's not a perfect system though, and worse as you reach the highest levels, you'll get stronger and stronger, culminating in tired of [[BossInMooksClothing Draugr Deathlords]] appearing in every dungeon except and [[DemonicSpiders Revered Dragons]] spawning all of the dungeons near Riverwood, which are kept at a low level intentionally. Deathlords have several Thu'um including Unrelenting Force (which can lead time. Further, the issue with ally [=NPCs=] not scaling to your death if you're tossed of a high staircase) and Disarm (which is hell on the console versions as the weapon can clip through the corners and become lost). And then there are the Draugr Deathlord Overlords, who are bosses in their own right.level persists, though has also been improved upon.
27th Oct '17 11:48:03 AM DastardlyDemolition
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** VideoGame/TheElderScrollsVSkyrim'' uses the same mechanic as Oblivion where the more you level up, the less common early enemies will be. Regular draugr and skeletons would disappear, replaced by more powerful draugr, culminating in [[BossInMooksClothing Draugr Deathlords]] appearing in every dungeon except the dungeons near Riverwood, which are kept at a low level intentionally.

to:

** VideoGame/TheElderScrollsVSkyrim'' ''VideoGame/TheElderScrollsVSkyrim'' uses the same mechanic as Oblivion where the more you level up, the less common early enemies will be. Regular Usually the game is a lot better than it's predecessor as you wont see bandits running around in glass armor and mugging people for pocket change. "Usually". As with raiders regular draugr and skeletons would disappear, disappear and be replaced by more powerful draugr, draugr. Not too bad but this gets worse and worse as you get stronger and stronger, culminating in [[BossInMooksClothing Draugr Deathlords]] appearing in every dungeon except the dungeons near Riverwood, which are kept at a low level intentionally.intentionally. Deathlords have several Thu'um including Unrelenting Force (which can lead to your death if you're tossed of a high staircase) and Disarm (which is hell on the console versions as the weapon can clip through the corners and become lost). And then there are the Draugr Deathlord Overlords, who are bosses in their own right.
27th Oct '17 11:18:19 AM DastardlyDemolition
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** The "[[GameBreaker Danger Mario]]" setup stops working at very high levels, as the game forces you to upgrade HP (pulling you out of permanent danger) because you maxed out flower and badge points.

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** *** The "[[GameBreaker Danger Mario]]" setup setup, which stops working at very high levels, level 72 (out of 99) as the game forces you to upgrade HP (pulling you out of permanent danger) because you maxed out flower and badge points.points. But to actually get to that point you'll have to grind like crazy so the set up has quite a bit of use until then.
30th Sep '17 6:07:09 PM nombretomado
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* Resource management is a key feature in the mini {{Roguelike}} ''DesktopDungeons'', and levelling up will restore your HitPoints, ManaPoints and status. Hence, a widely-used tactic is to start fighting a boss while a few XP short of a level-up, burn through your resources, and then go squish a low-level monster for a mid-fight heal.

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* Resource management is a key feature in the mini {{Roguelike}} ''DesktopDungeons'', ''VideoGame/DesktopDungeons'', and levelling up will restore your HitPoints, ManaPoints and status. Hence, a widely-used tactic is to start fighting a boss while a few XP short of a level-up, burn through your resources, and then go squish a low-level monster for a mid-fight heal.
26th Sep '17 9:47:22 AM Rytex
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* ''Franchise/TheElderScrolls''

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* ''Franchise/TheElderScrolls''''Franchise/TheElderScrolls'' refers to this as [[http://en.uesp.net/wiki/Oblivion:Leveling#The_Leveling_Problem The Leveling Problem]].


Added DiffLines:

** VideoGame/TheElderScrollsVSkyrim'' uses the same mechanic as Oblivion where the more you level up, the less common early enemies will be. Regular draugr and skeletons would disappear, replaced by more powerful draugr, culminating in [[BossInMooksClothing Draugr Deathlords]] appearing in every dungeon except the dungeons near Riverwood, which are kept at a low level intentionally.
14th Sep '17 12:08:43 AM Mhazard
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* Since ''VideoGame/DemonsSouls'' and ''VideoGame/DarkSoulsI'' determines invasion and summon matchups by [[CharacterLevel Soul Level]], your ability relative to other players you fight is increased by finding better equipment and spending [[PracticalCurrency Souls]] to upgrade it instead of leveling up. Some {{griefer}}s take this to the extreme, using [[LowLevelRun low-level runs]] and GoodBadBugs to [[{{Twinking}} twink insanely powerful late-game weapons and armor]] for [[cCurbStompBattle urbstomping people only hours into the game]]. This was even worse in ''I'', as Invaders could get a lot of Humanity to increase their defense without raising their level. Later entries and ''Bloodborne'' make various attempts to counter this:

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* Since ''VideoGame/DemonsSouls'' and ''VideoGame/DarkSoulsI'' determines invasion and summon matchups by [[CharacterLevel Soul Level]], your ability relative to other players you fight is increased by finding better equipment and spending [[PracticalCurrency Souls]] to upgrade it instead of leveling up. Some {{griefer}}s take this to the extreme, using [[LowLevelRun low-level runs]] and GoodBadBugs to [[{{Twinking}} twink insanely powerful late-game weapons and armor]] for [[cCurbStompBattle urbstomping [[CurbStompBattle curbstomping people only hours into the game]]. This was even worse in ''I'', as Invaders could get a lot of Humanity to increase their defense without raising their level. Later entries and ''Bloodborne'' make various attempts to counter this:
14th Sep '17 12:08:17 AM Mhazard
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* Since ''VideoGame/DemonsSouls'' and ''VideoGame/DarkSoulsI'' determines invasion and summon matchups by [[CharacterLevel Soul Level]], your ability relative to other players you fight is increased by finding better equipment and spending [[PracticalCurrency Souls]] to upgrade it instead of leveling up. Some {{griefer}}s take this to the extreme, using [[LowLevelRun low-level runs]] and GoodBadBugs to [[{{Twinking}} twink insanely powerful late-game weapons]] and armor for curbstomping people only hours into the game. This was even worse in ''I'', as Invaders could get a lot of Humanity to increase their defense without raising their level. Later entries and ''Bloodborne'' make various attempts to counter this:

to:

* Since ''VideoGame/DemonsSouls'' and ''VideoGame/DarkSoulsI'' determines invasion and summon matchups by [[CharacterLevel Soul Level]], your ability relative to other players you fight is increased by finding better equipment and spending [[PracticalCurrency Souls]] to upgrade it instead of leveling up. Some {{griefer}}s take this to the extreme, using [[LowLevelRun low-level runs]] and GoodBadBugs to [[{{Twinking}} twink insanely powerful late-game weapons]] weapons and armor armor]] for curbstomping [[cCurbStompBattle urbstomping people only hours into the game.game]]. This was even worse in ''I'', as Invaders could get a lot of Humanity to increase their defense without raising their level. Later entries and ''Bloodborne'' make various attempts to counter this:
14th Sep '17 12:07:15 AM Mhazard
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[[folder: MMORP Gs ]]

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[[folder: MMORP Gs [=MMORPGs=] ]]
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