Yesterday’s comments prompted a weird proposal: remove enemy levels entirely.
For those of you who do not know City of Heroes’ giant monster code, they treat all characters as even-level. You should have the same chance to hit (and debuff effect, armor, etc.) as everyone else, and you receive level-appropriate damage; I think damage does not scale perfectly, because higher-level characters seem to do a lot more even after taking into account higher level enhancements, and healing is still level-appropriate so level 1s do jack for level 50s.
What happens if you apply something like this to every single enemy in the game? You can still have levels, when you get new skills and improvements to them, but they are equally effective against every enemy in the game (modulo resistances). You can still have higher-con enemies, but they will be orange to everyone.
- You can now group with everyone, as if the game had universal sidekicks/exemplars. No more being out of range of your friends.
- On the other hand, some people feel trivialized, that they are not advancing because the enemies in the starter area are still a decent fight (although not really, now that you have all these neat abilities to hit them with).
- On the gripping hand, you never out-level content. If you want to do a six-month old quest, it is still level-appropriate and has the intended challenge factor. No more crashing through greens and grays.
- The division of characters by level is broken. People in higher-level areas might be utter noobs, lacking skills you expect or even mastery of their basic skills. This could lead to elitism and hurt feelings as players are told explicitly (instead of by the level range) that they are not good enough to be here.
- Your thoughts here.