Value of deleveling feature in (some) Xenoblade Chronicles games?
I was reading about this mechanic in the Jrpg subreddit, although i have not played any XBC games with deleveling
https://www.reddit.com/r/JRPG/s/MJwVxVAlAL
In this game, combat gives you exp for your chara level and also 'art points' that pay for learning skills. (Note: it miiight be a little more complex; *i haven't played it*.)
When you fight enemies higher level than yourself, it gives you more exp and ap.
When you delevel, you 'bank' that exp, and when you are done being deleveled, you can have that exp back.
This lets you lower your level so you can fight higherups, and gain more exp and ap faster. (It also lets you delevel to play end game story fights without godmoding on the final boss like a battle splitting a toothpick. I know i have a couple 'skipped' final bosses and not seen how they fight because of this.)
What i'm wondering is, how does choosing to delevel compare to having enemies scale to your level? Some games let you turn scaling on or off. Some games let you change difficulty setting midgame.
Why don't XBC games just continue giving you same amount of ap (or exp too) from an enemy even when you surpass in level? Surely attaining new levels requires more exp anyway (e.g. the exp required to get from level 15 to 16 is much higher than getting to 11 from 10). Couldn't you just grind against the enemies currently your level? If you grind on your current story where the enemies are the highest level you can access, you are already making the game easier.
It's hard for me to envision and for all i know there isn't an easy answer for you designers either, but, is this actually easier than level scaling on/off or changing difficulty? Turning level scaling on amd making the enemies a little more badass increases the challenge. Equips or 'key items' that give you nerfs in exchange for buffs could offer a few ways to customize experience on the fly as well (e.g. item that gives 2x exp but you take more damage, or any combination of pro/con).
Couldn't there be a simple equip or 'key item' that doubles your rate of growth to reduce the time grinding? (Only answers that one issue, doesn't solve the idea someone wants to increase the challenge at some point.)
In a game with random encounters (and honestly probably many ganes without) you could increase the enemy count. In turn based games (and some that aren't) you could increase animation speed (or skip most animations). These options also make grinding eaiser.
Curious your thoughts! Thanks for reading!