I’ll keep this short.
Through my first few hours of BL3, I have been continuously frustrated by something I have always hated in BL, but somehow always manage to forget - mostly in the hope that it surely would not make it into the next iteration: the level-locks on areas and missions.
If you do all the side missions you quickly overlevel and thus only get crap loot. Even worse, some missions take place in areas with a lower level than the mission, like a lvl 13 mission in a lvl 9 area, making everything worthless, from chests to mid-mission rewards. Bosses scale to your level, yes, but half the time even those drop lower level loot.
After doing some research, I read that once you finish the campaign you can turn on mayhem mode to basically scale everything to your level. And then, apparently, you should go back and do all the things you just ran past before because doing it would overlevel you. Of course, you have to do that EVERY SINGLE TIME you play the campaign with a new character except for, maybe, True Vault Hunter Mode.
My question is: why? Why make side quests that overlevel you? Who thought it was a good idea to offer content that would lead to other content becoming meaningless? It reminds me painfully of Kingdoms of Amalur. Well, actually it reminds me of Borderlands. Of popping into a DLC area to check it out, then come back ten levels later to find I’m not ten levels to high for the loot to mean anything.
And I just can’t get my head around why this is still an issue. The whole game is geared towards getting loot. The whole game is also geared towards making loot obsolete by giving you more levels through side content than the main quests and mission areas account for.
Yes, maybe an Elder Scrolls-like complete scale-to-player-level has its issues, but you never ever get loot that is worthless by virtue of being so far beneath your level it doesn’t matter how rare it is.
Some kind of dynamic scaling would be very much appreciated. A minimum level and a maximum level for quests and side quests, with a range far enough for people only doing the main missions not to have to do too much grinding for levels, and for completionists and explorers to not inadvertently over-level themselves simply.by playing the content the game offers.
Seriously, how can you make a game where, if you want to experience all the game has to offer while also still getting relevant rewards, you first need to complete the campaign, then turn on a difficulty modifier, and then GO BACK to retrace old areas to do side missions and other things you intentionally had to make yourself walk past the first time?
How can this still be considered valid?
So it wasn’t that short. Sorry. I just don’t get it.