Like I said, the implementation could be better, but I think the core idea of having to actually /try/ to train in an optimal way gives more meaning to the leveling system.
Like, if the goal of the game’s balance is just to slowly present more of a challenge, then all the stat increments are fundamentally cosmetic - as in, facing a 220 health enemy while having 10 damage is only a tiny bit harder than a 20 health enemy while having 1 damage. You could accomplish the same thing by keeping damage the same and just having the later enemy get 22 health.
But when enemies are getting stronger faster than you can get stronger, then you have to metagame the system a bit. You have to make decisions about what is worth doing, and what will get you the most power. I mean, Oblivion fucked it up by making the answer “tag skills you never use”, but I think it would’ve worked a lot better with Skyrim’s character progression, where everything levels you.
As is, the standard for open world games is basically that you stop playing them when you get bored. Oblivion ended up with this almost arcade-like structure where you play until it basically becomes impossible to beat enemies, and I think that direction could be built off of to a very good effect. >>107064875
I wouldn’t call that egotism so much as failing to meet your expectations. Like, you guys know I’m never going to tell you that you’re /obligated/ to like my comic, or disliking it means you have poor taste. If you can enjoy my work despite the flaws, I appreciate it, but if you can’t, it doesn’t make your opinions less valid. Sometimes this failure to meet expectations is a genuine accident on my part (see: every time something takes longer than expected), but other times it’s just because I want to do something different than you want me to do. I mean, if I followed the desires of everyone who had a problem with the comic, I think it would just be Katia/QW porn.