personally I'd think the game would be way worse without level scaling. It's open world and following the main quest is going to send you all over the place, it'd have to be way more streamlined to work with non-levelled content without wading through irrelevant mobs
A bunch of other games do this now like the last 3 odd wow xpacs, ESO and some others. In ESO it allows you to tackle areas of the map with their own story arcs in any order while playing different characters giving a lot more freedom. Without this you'd end up with vanilla wow where when you hit high level 80% of the map area is irrelevant content
A bunch of other games do this now like the last 3 odd wow xpacs, ESO and some others. In ESO it allows you to tackle areas of the map with their own story arcs in any order while playing different characters giving a lot more freedom. Without this you'd end up with vanilla wow where when you hit high level 80% of the map area is irrelevant content
They were awful. I liked the ones in Diablo 3 as even though they weren't exactly massively different, they were still different enough to see some variation. In D4 however it's literally all the same with the exception of sometimes the cellar is mirrored horizontally.
I get why others aren't though, such as the "my character doesn't feel any more powerful if everything keeps scaling with me" argument. I did see the "a level 5 character killed a monster is 2 seconds while it took me 8 seconds at level 25" argument (or similar variants of that argument) quite a few times, but as Tombstone points out, I think this is just a balancing problem where the monsters health scaling is off.