World / enemy Level Scaling
it's easy to miss early game content having to go back by level three enemies when your level nine is not challenging so it would be great to have an option where old enemies can be the same level or higher as you.
Comments: 46
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03 Dec, '25
Toast SystemHighlighted comment
"Option to set Enemy max. Level globally" (suggested by <Hidden> on 2025-12-03), including upvotes (1) and comments (0), was merged into this suggestion. -
25 Jan, '24
Erik MergedWhen fighting a boss, monsters or opening high level chests it would be nice if onDrop or onOpen did a quick scan to see how many players were in the current vicinity. Then based on the players in the area the number of items/drops would scale and increase chance of rare items. This would make clearing areas as a team more rewarding and practical.
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25 Jan, '24
Overact MergedHey, i would like to see something like adapative level based on the lowest player level or something like that (combined with the client-side quest system, the most upvote one right now). Because if today friends wants to join us, they will be lvl 2 while we're 15 (this is an exemple). Kinda unplayable for every new player that just want to play with their friends.
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26 Jan, '24
Aonyx System"Adaptative level" (suggested by <Hidden> on 2024-01-25), including upvotes (1) and comments (0), was merged into this suggestion.
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26 Jan, '24
Paul Kocherhans MergedCurrently, enemies almost feel like they want to be hit, they are very slow to get there first attack off
often, an enemy will walk up, let you hit them a couple times before they swing, and you can often stun them before they get to attack, so they sit there, and you kill them, all without the enemy completing a single attack (obviously not as true for tougher enemies, but a surprising number of enemies don't feel like a threat, even at low level)
one thing that could help combat feel more intense, would be for enemies to launch there first attack immediately, and then they can have there usual delay before attacking again.
this will allow enemies to feel more threatening, and keep you on your toes (not to mention reward sneaking, healing, and tanking playstyles, that thrive off avoiding, or mitigating enemy aggression)
TLDR currently, combat feels a little too easy and dull, a faster pace with more aggressive enemies would go a long way bringing the thrill of a good bat -
27 Jan, '24
Khaul MergedMake it so all the low level enemies stay the same level as you as you level up so your not just one shoting everything in the early areas. Makes more of a challenge
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27 Jan, '24
Aonyx System"Enemy level progression" (suggested by <Hidden> on 2024-01-27), including upvotes (1) and comments (0), was merged into this suggestion.
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28 Jan, '24
LifeisReal System"Loot rarity and scaling based on players in area" (suggested by <Hidden> on 2024-01-25), including upvotes (1) and comments (0), was merged into this suggestion.
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28 Jan, '24
LifeisReal System"Enemy attack pattern aggression" (suggested by <Hidden> on 2024-01-26), including upvotes (1) and comments (0), was merged into this suggestion.
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31 Jan, '24
W_rldSlayer MergedGive us the ability to change to world difficulty/lvl through some type of trial. Would make it to where the earlier lvl areas are still useful late game for farming. It would also make it to where you could get unique items at a higher lvl.
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15 Feb, '24
hewaldYou can play Diablo4! But i do not want another game with scaling enemies! This is the worst idea ever! It killed D4 for me and other players! Maybe you can make a cool kind of scaling in "old" areas. Maybe random minibosses can occure in old areas, meeting your level. But i like to have easy areas and harder areas. That worked fine in WOW too.
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10 Apr, '24
LifeisReal System"Enemy and world lvl change." (suggested by <Hidden> on 2024-01-31), including upvotes (1) and comments (0), was merged into this suggestion.
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12 Jun, '24
Cameron MergedHaving loot in the world be set to be gained at the players, would make finding these unique weapons feel good to use..
Being able to go back to the sites many levels later and have a larger choice in Gear/Weapons is a really awsome.
You could also NPC level scale based on the highest level player in say a 500x500 range (other other appropriate range) , Lower level NPCs can still pose a threat as is to unaware maxed level players.
To combat people trying to skip content to get into higher level areas, is have the conten scale as the player levels, But have areas that have higher level NPC/Monsters to still give a challenge to those leveling up, But hae the minimum level always be the players level. -
12 Jun, '24
Tomasz MergedIdea is simple, give players that has end all quest and story line to create new game with max leveled character that has all monsters on level 25. It would expand end game loop from 1/4 challenging area to all world. Now running around Revelwood or Springlands is no challenge and takes away the thrill of being there at a similar level as your opponents. And such a beautiful world deserves to be visited every corner of it with delight and a sense of slight threat, because many people would enjoy clearing Pikamed again but without the feeling of superiority or the need to reset the character and select weapons to about level 15.
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22 Jun, '24
Ryoshi MergedAllow the world to scale up to a higher difficulty with more enemies that are increasingly "deadly" ( higher world tiers give more attack powers and styles to enemies and slightly harder hitting attacks on some weaker foes).
Maybe incorporate this aspect into clearing out the shroud roots.
Example: upon clearing all roots from the world, the world can then scale up to a higher tier at the cost of sparks, spheres or runes.
At the highest tier (maybe 3-5 tiers total), the world can spawn world/event type bosses that bring larger mobs into the world. -
05 Jul, '24
Toast System"Player level Loot for Items and weapons." (suggested by <Hidden> on 2024-06-12), including upvotes (1) and comments (0), was merged into this suggestion.
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05 Jul, '24
Toast System"Expand post-campaign loop, world level" (suggested by <Hidden> on 2024-06-12), including upvotes (1) and comments (0), was merged into this suggestion.
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05 Jul, '24
Toast System"world tier progression" (suggested by <Hidden> on 2024-06-22), including upvotes (1) and comments (0), was merged into this suggestion.
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18 Aug, '24
DrLaackensteinYeah, I'd love this: if the world level difficulty kept scaling up, based on the lowest level player on the server.
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14 Nov, '24
TrapperCZELevel scaling should be made available via world settings.
- it should allow scaling enemy levels
- it should scale item levels
I want enemies to be hard everywhere on the map, not only in the newest/hardest content.
I want items to be valuable everywhere on the map, not only in the newest/hardest locations. -
28 Dec, '24
Moniker MergedI would love to see a feature where anything that is typically lower level than the player would scale to the players level. this would create much more replay ability of the lower level zones. Maybe even have a loot scaling option as well so legendary items from the earlier zones are still relevant.
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17 Jan, '25
Toast System"world level scales with player level" (suggested by <Hidden> on 2024-12-28), including upvotes (1) and comments (0), was merged into this suggestion.
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08 Mar, '25
Martin MergedPerhaps there is a possibility to set an automatic adjustment of the opponents' strength in the game settings? For example, in the high pastures the opponents' strength is adjusted from a certain character level. When the character reaches level 20, the opponents' levels in the high pastures increase from levels 1-7 to 15-20.
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14 Mar, '25
Hunter Paramore MergedIt would be nice to be able to have more challenging combat when returning to previously explored biomes, rather than them being pushovers that die to my flame aura instantly.
I believe that in Breath of the Wild, with each blood moon when the enemies respawn, the game takes the average level of the player and scales the difficulty of the respawning mobs slightly to make them harder.
There would be an issue with new/low level characters having a more difficult time in those starter areas, but it could be something that is worked around with settings, or by adjusting to the players level potentially.
The main ask is that the starting areas still be somewhat challenging, even if I am returning to help a new player or character with things, but not be just super OP. -
14 Mar, '25
CoolUsernameBro System"Scale difficulty of early level enemies as the players level up." (suggested by <Hidden> on 2025-03-14), including upvotes (1) and comments (0), was merged into this suggestion.
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22 Mar, '25
Random27 System"Leveling the enemies from a certain character level" (suggested by <Hidden> on 2025-03-08), including upvotes (1) and comments (0), was merged into this suggestion.
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16 May, '25
PorckchopMcgee Mergedfirst off, love the game, its relaxing after a long day of work, i can just sit back and dilly dally with buddies, but there are some things that would possibly help with the lower level areas after reaching max lvl, besides farming mats. Now i know No Rest For the Wicked and this game are 2 totally different games, but maybe they could do what NRFTW but they could possibly draw inspiration from:
Lower level areas boosting in mob levels as you lvl your character
the chests in those area get boosted aswell with a better loot table to feel more rewarding. (possibly with all chests as you reach max lvl)
I hate going back to those areas and everything is so weak. While you can edit the world settings to increase their dmg/health. this would help in conjunction with that to give some players even harder mobs to fight and better loot tables from the chests spread about. -
03 Jun, '25
Toast System"World Scaling" (suggested by <Hidden> on 2025-05-16), including upvotes (1) and comments (0), was merged into this suggestion.
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11 Jun, '25
PaulJSkyrim had the right idea, it had zone-based level scaling, not mindless whole world scaling like in Oblivion. We still ended up with bandits in rare armor because they didn't set the proper limits, but it's definitely a step in the right direction. I know plenty of people don't want scaling, on the other hand plenty of us want SOME kind of scaling because enemies quickly cease to be a challenge once you know most of their tells. We acknowledge that mindless whole world flat scaling is NOT the solution, but there needs to be some kind of implementation that can tailor it to specific zones, with limits on both the low and high end caps for each enemy type in each zone.
Basically, the designers need to actually put effort into this, and not simply "enemy stats = enemy stats * scale%". -
25 Aug, '25
RyanI live in an area where online multi player isn't an option due to slow internet speeds which means certain areas are simply inaccessible to me, like the hallow halls in the mountain region. I can't even get inside because of the monsters at the doors. any way to scale "multiplayer" areas down for us anti social people?
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27 Aug, '25
Karl MergedEither as a main mechanic or through difficulty modifiers, have old biomes match your current level if you pass the level of the creature. This would not affect enemies higher level than you. An alternative is to have it reference your highest flame altar level and scale it based on that.
Reason:
The reason I propose this change is that doing old quests is very boring, as the enemies are so easy that they feel more like a checklist of chores rather than a challenge. This could potentially be framed as the shroud fighting back harder and harder? And why your high-level altar does not entirely cleanse the shroud from old regions.
Potential Issues.
Would beg the question of handling loot for the old areas where some of the earliest chest spawns with gold gear. If those chests scaled, it could cause issues of endlessly running over and over for the same loot chest rather than pressing on in the world. A solution to this could be that quest rewards always scale with player level. -
28 Aug, '25
Toast System"Previous Biome level scaling toggle" (suggested by <Hidden> on 2025-08-27), including upvotes (1) and comments (0), was merged into this suggestion.
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05 Nov, '25
GigI understand wanting certain regions to feel harder than others but I think its important to balance that with making it feel good to go back in and adventure in older zones. I think something like roaming bosses or existing mini bosses scaling up to (and not down to) the lowest player in the region when they spawn in, that drop loot matching player level.
Right now at end game, it feels worthless to adventure into lower level zones which mean 90% of this amazing world feels effectively empty. Adding roaming mini bosses that scale to player level and drop player level loot (maybe even unique drops), would allow each region to feel like it has its same difficulty, but give a good reason for high level players to go back into old zones. Makes the world less empty, adds end game playability, and doesn't hurt existing difficulties. -
27 Nov, '25
Skyward MergedWith so much to do it's easy to out-level your region and nothing is more frustrating than fighting mobs that become obsolete. Consider an option that allows for enemy units to dynamically scale with your level to keep things fresh and interesting. Thank you.
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03 Dec, '25
Marc MergedI am now level 45 and have outleveled 75% of the map, but there is still so much to discover in the starting areas and also in the mid-game zones.
It would be really great if I could set the enemies on the entire map to max level so that I could still experience a challenge here and the loot would also be in the max level range, i am tired of farming chests for max Level weapons.. My motivation to continue playing would definitely be higher.
Now everything is one-hit and the battles are no longer relevant when exploring. -
04 Dec, '25
Vapok System"Consider dynamic enemy leveling" (suggested by <Hidden> on 2025-11-27), including upvotes (1) and comments (0), was merged into this suggestion.
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02 Jan
CapzieliosI suggest that instead of tying the world scaling to the player level, that it be tied to flame altar level. So that the level scaling keeps pace with whatever the lower end level of mobs are for that specific flame altar level.
Or it could be tied to some middling level of flame altar level. And then loot would also scale to that degree. -
04 May
German SesinIt’s a shame that the map gradually “dies off” as enemies become weaker over time. On one hand, it’s necessary to return to certain areas, whether for pending quests or to gather specific resources. On the other hand, it becomes completely boring when enemies no longer present any challenge and their drops are such low level that they’re essentially useless.
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07 May
SunSh1eld MergedEnshrouded has a ton on nicely crafted and interesting points of interest. But when certain biome is complete, there is no practical reason in exploring them: loot is outdated and enemies are weak and grant neither experience nor challenge. It would be great to have a checkbox is settings to make monsters of already completed biomes ("completion" can be determined by a Flame Level) to level to the level of ongoing biome. That will make exploring remaining non-explored parts of the biome way more reasonable and rewarding.
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07 May
Toast System"Auto-Level Setting for Completed Areas" (suggested by <Hidden> on 2026-05-07), including upvotes (1) and comments (0), was merged into this suggestion.
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15 May
Alessandro vincelli MergedIn this game, you often return to old locations to open special chests or find various materials. But if I'm a level 17 tank and end up encountering enemies that are still at level 10, they no longer do anything to me. I was wondering if it was possible to set a parameter (which can be freely selected) whereby enemies can never be more than 2 levels lower than your current level. That way, even if I return to the first stages while I'm level 17, I'll encounter level 15 enemies.
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18 May
Toast System"underleveled enemies" (suggested by <Hidden> on 2026-05-15), including upvotes (1) and comments (0), was merged into this suggestion.
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20 May
nem MergedI'm not suggesting the enemies level up dynamically like in skyrim, i think the enemies having a set level per area is part of what makes enshrouded fun to explore. However now that I'm level 30 I have little reason to interact with anyhting in the springlands or revelwoods since it's trivially easy and not engaging (such as going back to an area to finish the shroud roots or missed hollow halls).
My suggestion would be that progressing past a certain point in the game could trigger extra enemies to spawn in areas that have been "cleared", maybe roaming bosses or mutated versions of normal enemies. This would give a second purpose to areas players would normally stop interacting with once they move on.
The mechanic could be tied to a boss, e.g. killing the shroud wyvern has destabilised the shroud enemies in the revelwoods, they are now faster/more deadly/higher level...
It could also be set off by the player looting certain lore item, e.g. unlocking this spell/weapon also un -
20 May
Toast System"add difficulty to early areas once players have progressed past them" (suggested by <Hidden> on 2026-05-20), including upvotes (1) and comments (0), was merged into this suggestion.
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21 May
Hogg44Would love this. I want to keep exploring the world and have it scale up to my level. Enemies should have a minimum level but not a maximum based on zone.