![]() In Borderlands 2, beating the game in True Vault Hunter Mode causes enemies and quests to scale to level 50.After you finish Playthrough 2 of the main game enemies everywhere will be scaled to your level, besides in the Secret Armory of General Knoxx DLC, which will be completed itself before it will be scaled. In Borderlands, the Mad Moxxi's Underdome Riot DLC is always scaled to your level. ![]() In both the original and the sequel, the raid bosses are scaled to be a few levels above you, even at max level.In the case of co-op, it scales to the host's level. In Borderlands, each area has minimum and maximum level, and the enemies you encounter are within a few levels or your level, or their minimum or maximum.Also contrast Beef Gate, which relies on an aversion of this trope. Contrast Sorting Algorithm of Evil, where the enemies get tougher as you go along, regardless of your own level. Also compare Hard Mode Mook, which is when different enemies appear based on the game's chosen difficulty level. This is becoming more common in RPGs as the sandbox-style gains popularity, as the aforementioned advantages are greatly beneficial for that type of game.Ĭompare Kill One, Others Get Stronger, where a certain group of individuals grow stronger each time a member dies. ![]() It can also lead to (usually) unintentional cases of Improbable Power Discrepancy, depending on when a player first enters an area. Underleveling (purposefully keeping yourself or your party at a low level) can become a viable tactic if this trope is in effect. It can even lead to Empty Levels and cause situations where a 'stronger' character actually makes the game more difficult, such as enemies being able to kill your Escort Mission buddy that much quicker. When done poorly, it makes leveling up unsatisfying since things never actually get easier for you. When done well, level scaling keeps the game fun by ensuring a constant challenge, and frees the developers from having to predict what level the PC will be at when they reach any given area. Most games with level scaling also make use of a level cap for certain enemies and/or areas, so the cellar in the First Town won't be filled with level 100 rats if you return later. There may also be a combination of systems, so the wolves get stronger and then eventually replaced with bears, for example. In the third system, the wolf will be replaced by a dire wolf or a bear. ![]() In the second system, an entire pack of wolves will be encountered at higher levels. Taking an encounter with a 25 hitpoint wolf in its den as an example - in the first system, the same wolf may have 100 hitpoints at a later level. The third is replacing weaker enemies with different, stronger ones. Another is increasing the number of enemies. One is where enemies simply have their stats and/or equipment improved. There are three kinds of level scaling systems that are commonly used. Level Scaling is where the world (or specific areas) levels up with you to provide a constant challenge, primarily by upping your foes' stats. A specific form of Anti-Grinding, usually seen in RPGs and Roguelikes, though it could potentially be used in any game with Character Levels.
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