I love reading what other people think about in the Dev Discussions, but those threads usually aren't setup the best for discussions and I didn't really understand the points some people were making this go around.
Figured if anyone else wanted to talk about it/share their opinions might be better in its own thread.
Dev Discussion #19 - Dungeon Scaling
Should open world dungeons scale up in difficulty significantly as you go deeper (ex. level 30-50), or should the difficulty band of a given dungeon be more narrow from top to bottom (ex. level 45-50)?
My main question was open world dungeons means they just exist and you can run into them whenever right? I saw a few people mentioning they wanted instanced dungeons, but isn't that not open world anymore?
But my answer to their question was I thought a mix would be best depending on the content in the dungeon. Smaller dungeons, like a pack of animals protecting a monstrous mother animal could work for narrow scaling, while more permanent fixtures like a cult that keeps re-emerging would work better for the larger scaling.