Diablo 5 Will Change Level Scaling System, Blizzard Promises Characters Will Feel More Powerful
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- Blizzard mengonfirmasi Diablo 5 akan mengadopsi pendekatan berbeda dalam penskalaan level monster, menjauh dari sistem yang dipakai Diablo 3 dan 4.
- Direktur Joe Shely menekankan bahwa esensi Diablo adalah perasaan menjadi kuat, dan penskalaan otomatis kerap mengganggu momen tersebut.
- Perubahan ini berpotensi memuaskan basis penggemar berat, namun menimbulkan tantangan baru dalam menjaga keseimbangan permainan.

Blizzard Entertainment has confirmed that Diablo 5 will not implement a monster level scaling system like the one used in the two previous installments. Game director Joe Shely stated that the development team is exploring alternative approaches so that players feel a significant power spike when their characters level up.
This decision comes after years of criticism from parts of the community who felt that the automatic scaling system in Diablo 3 and Diablo 4 diminished the feeling of being a mighty demon slayer. In that system, monsters also grow stronger as the player's level increases, so the power gap between character and enemies tends to remain constant until players obtain top-tier gear.
Shely revealed this in a recent group interview with PC Gamer. According to him, discussions about level scaling in Diablo 5 are not yet complete, but he is well aware that character power is at the core of the playing experience. "Diablo is a game about your character becoming stronger. When monsters also grow stronger at the same time, especially beyond your control, that moment of excitement can be lost," he said.
This new approach also aligns with the design direction already revealed: Diablo 5 will bring back procedurally generated areas, a key element of Diablo 2. The move is seen as Blizzard's effort to embrace the series' roots again and provide more dynamic variety and challenge.
"We will take a somewhat different approach to that in Diablo 5," Shely emphasized, adding that automatic scaling sometimes gets in the way of the feeling of power that is at the core of the game.
For hardcore fans of the action RPG genre, this change could be a breath of fresh air. Many players miss the moments when they find a rare item or level up and are immediately able to defeat monsters that were previously troublesome. Rigid scaling systems are often seen as diminishing that sense of achievement.
Some modern ARPG titles like Path of Exile 2 actually maintain a difficulty level that does not adjust automatically. That approach makes the loot-gathering process feel more meaningful because there is a real risk while exploring. Blizzard seems to want to emulate a similar spirit, though it must still maintain balance so the game is not too easy or too hard.
Diablo 5 will be set in a post-apocalyptic world where the demon king has won. Finding a new sword that allows players to destroy monsters that several levels earlier were frustrating will underscore the progress of the journey to save Sanctuary from the forces of Hell. Blizzard promises to start providing regular updates on the game's development next year and to integrate community feedback throughout the development process.
For the Indonesian market, this decision could affect the appeal of Diablo 5 among local gamers. The country's ARPG community is quite large, with many players active on forums and streaming platforms. If Blizzard succeeds in bringing back the classic Diablo 2 sensation, sales potential and player engagement in Indonesia are expected to increase. However, challenges remain: how to balance the desires of hardcore players and casual players who may prefer consistent challenges.
Going forward, what is most anticipated is how far Blizzard dares to change the level scaling formula. Will they completely remove automatic scaling, or replace it with a hybrid system that maintains challenge but still leaves room for power spikes? The answer will only become clear in the coming years, but the direction hinted at by Shely shows that Blizzard is listening to community complaints.



