Speaking of tougher and tougher, KoA will likely have this. Enemies are scaled to pc´s level per area - each area has level range, so if you, say, enter an area with 13-20 range with character at level 11, everything locks to level 13, if you get there at level 16, everything locks to level 16 and if you get there at level 25, everything locks to level 20, at least that´s how I understood it from
this article. I don´t like it because there´s a good chance this will make each area feel "flat" with not much of the FUUUUUUUU- kind of surprises, but maybe there´s more granularity than it seems from the article (it would be nice if at least boss enemies weren´t scaled at all).
And while players are supposedly able to at least theoretically visit every area right from the start, if you look at the map I´ve posted on the previous page, it seems that to get to, say, Alabastra, players will likely have to go through all 4 major regions first and it´s also quite likely enemies will be getting tougher and tougher per area, roughly following the main quest progression.
Yeah, as I said, it looks like KoA will be somewhat like Div2 in terms of having separate enclosed areas - only much larger. I don't disagree that the areas themselves were "non-linear" - though my experience was somewhat different. I felt "guided" and found the areas pretty rigid in terms of "exploration paths." Furthermore, I remember them as mostly "barren open spaces" with relatively sparse detail in terms of unique locations with a history too them. Since I tend to forget these things rather quickly, I can't be certain I'm not being harsh - but that's what I remember. However, the dungeons themselves were great and interesting to explore.
As for the level scaling, that's kinda disappointing if true - though not uncommon these days. I PREFER that enemies generally get tougher as you progress (though I really do hope we get some FU experiences), but I don't want a loading screen message shoving into my face that I'm playing a computer game and revealing how levels have been designed in terms of the actual numbers. That's just stupid - and it only has to happen once to ruin that aspect for me. It WAS in Ego Draconis - because that's the version I played. I got to the Sentinel Island and was just about to claim my "tower" if I'm not mistaken.
I'd like to reserve judgment about balance in KoA until I hear more or see it in action.
I think the most important thing about level scaling or balance, is that I can't easily figure out what the developers have done - because then it gets too predictable. Whether it scales or not, is less important. It's just VITAL that I don't figure out exactly what they're doing, because then I'll be able to predict the exact level of challenge and what I can expect. That's a big no-no when you want players to be surprised or feel challenged or "scared" of enemies.
When I say I expect it to be one of the most rewarding games in terms of exploration, it's based on what the developers having been saying in previews. The amount of detail and effort they SEEM to pour into the lore and the story of EVERY SINGLE location - that really sounds like a dream come true.
What they've said about traps and puzzles also seems to strongly indicate an emphasis on making each dungeon unique and something you'd want to explore.
Then there's the whole in-depth loot system, which suggests a very nice system of rewards for solving puzzles and going off the beaten path.
I can't know how much is hype and how much is real, but my gut feeling is telling me the game will be a fantastic exploration experience.
But whatever else it might be, it's sort of hard to say at this point. I don't have a problem with the action combat system, and in fact I think I will like it. But I don't like what I'm hearing about being able to succeed by either being good at combat OR investing in the right abilities.
I want both aspects to be challenging, because investing into the right abilities is something I can do in my sleep. So, if I happen to make a powerful character, it sounds like most of the combat will be "just for show" - which is very boring. Even worse, I'd hate to be able to ignore smart development simply by being good at action combat, because I'm pretty good at that as well. That's the aspect I'm most worried about right now.
But the world, history, and exploration sounds downright amazing.
I liked Divinity 2 a lot, but ultimately found the loot system underwhelming, the combat system and development system decent but not great, and the story and presentation middling. It was also too short to represent a fully "meaty" experience for me - but that's a personal thing. I LOVE huge games, and that requires 80-100+ hours for open world games like this.
So, while I really did like Divinity 2 - I expect to like KoA much, much more.