>>52243755>Level scalingI honestly can't believe 4chan is arguing IN FAVOUR of scaling.
Mother of god, now I have to effort post.
Scaling is what makes it so that every little bit of progression feels pointless and numerical only.
It's that shit that forces you to constantly upgrade your gear in mediocre loot pinata games because otherwise making further progress in the game just means enemies take more hits to kill.
It literally never works smoothly. It always either means that everything is permanently "Just a little too easy" or everything ends up being bullet sponges that one-shot you.
Cyberpunk, Elder Scrolls... Hell, even BotW.
BotW would start spawning higher tier enemies based on how many total enemies you'd killed so far, along with other mechanics like "Divine Beasts Calmed". It could easily fuck players if they played certain ways and didn't have access to higher tier weapons, but similarly it became irrelevant later when you could and stopped any feeling of progression.
Who cares about Gannon's castle if the enemies there are the same ones you find in the forest now?
Of all fucking games, Pokemon - a game whose single player campaign is MIRED in the sense of progression as your pokemon level up, learn moves and evolve - having the random wild pokemon always feel the exact same difficulty is completely antithetical.
If the end game were to open the national dex and introduce a whole bunch of new pokemon into each area - fine, post-game level scaling.
Hell, I can even justify it in the Gyms, provided that you only need a certain number of gym badges for certain obedience levels, rather than a specific badge.
But for the main storyline and open world, level scaling is just about the stupidest idea I can conceive and every single fucking one of you is a midwit.