Diablo 4 employs a level scaling system designed to make monsters relevant to players at all times.
Blizzard's upcoming action RPG guides the player through its various zones as they make progress on the campaign, and here it should feel like you're a little more powerful than the creatures you face.
«We don't want a part of the game to ever become utterly trivial, such that there's no reason to return to that place,» associate game director Joe Piepiora explained to Eurogamer in an interview.
Once you complete the campaign and you create a new character, you're given the option of skipping the campaign. Choose that and Diablo 4 thrusts you into the world of Sanctuary at level one, plonking you down in Kyovashad, the main town in the Fractured Peaks area.
It's here that Diablo 4's post-campaign feature set presents itself. The Whispers of the Dead feature tasks you with completing bounty-like missions set across Sanctuary, all in service of an ancient tree. These missions grant big rewards.
«And when you're playing in that world, you could play in the Fractured Peaks, you could play in Scosglen, you could choose to go down to the swamps in Hawezar,» Piepiora said.
«When you play in a skipped campaign state version of the game, the world is all going to scale to you entirely.»
There is an exception: Strongholds. The recent Diablo 4 beta contained three of these Strongholds (Malnok, Kor Dragan and Nostrava), each a self-contained dungeon clearout challenge that, once complete, unlocks new gubbins.
Each Stronghold will be a few levels above your character level, which makes it a challenge you may want some pals to help with. Strongholds, then, have a fixed level floor.
«You could choose to go and engage with that when you
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