Oblivion’s remaster sticks with the original’s notorious level scaling system, meaning enemies and loot rise right alongside the player—so much for that classic power trip, huh? Fans hoped the system would get an overhaul, but instead, bandits still rock glass armor at level 20, and late-game foes turn into damage sponges. Gear upgrades and quest rewards also scale, making timing a real strategy headache. Curious about how this quirky design choice shapes the entire experience? There’s plenty more.
How did a game as legendary as Oblivion manage to trip over its own shoelaces—again—when it comes to level scaling? For a title that helped define open-world RPGs, the remaster’s stubborn loyalty to its infamous dynamic scaling system is almost comical. Enemies and loot still cling to the player’s level like a needy Mudcrab, with every bandit and goblin miraculously “bulking up” as you gain XP.
Sure, the idea is to keep things challenging, but it also means that sense of true progression—the feeling of becoming a powerhouse—remains oddly elusive. The level scaling system aims to maintain a balanced challenge throughout gameplay, but this often comes at the expense of genuine player growth. Many in the community remain frustrated that enemy scaling remains unchanged in the remaster, despite it being a well-known flaw for years.
Oblivion’s level scaling keeps things tough, but true power fantasy—the thrill of outgrowing your foes—never quite arrives.
Gear, of course, gets the same treatment. Oblivion’s equipment operates on three-level bands, so your magical sword or enchanted bow doesn’t really get much cooler until you cross another arbitrary threshold. The iconic Umbra sword jumps from 10 to 16 damage, but only if you nab it at a higher level.
Missed that window? Too bad, hero. Bandits aren’t just tougher—they’ve gone shopping, trading up their rusty iron kit for glass and daedric loot as you level up. At this point, it’s hard not to suspect they’ve got a Blacksmith’s Guild loyalty card.
Unlike Morrowind’s “deal with it” difficulty or Skyrim’s more forgiving level bands, Oblivion’s remaster opts for a hybrid approach. Enemies and gear scale per level and in bands, so there’s no such thing as a safe low-level zone.
Even the quest rewards, which used to be static, now scale with your character—sometimes making “wait and come back later” the best strategy.
Players do get more control over attribute points and XP-based leveling, replacing the old “sleep to level up” system. Skills like Destruction now improve with spell effectiveness, not just mindless repetition, which is a nice touch.
Still, after level 10, many players report that enemies turn into “damage sponges,” and late-game characters can feel weaker than their fresh-faced counterparts.