Been playing since the early access went live a few days ago. While the game is of course meant to be played over a long period of time, some of the scaling of enemies in the game seems a bit too quick.
Dungeon after level 10 become nearly impossible and a lot of people seem to be getting stuck around chapter 3 or 4.
I am at chapter 8 still using the tutorial level 2 weapon, level 2 tutorial shoulders, the level 1 ring from tutorial, and the level 1 shield from tutorial, showing how wide loot disparity can be while trying to progress.
One possible fix for this is to have more guaranteed drops during the storyline of the game so that not all equipment has to be RNG based. Being half way through the game with 1/4 equipment being non leveled tutorial items just shows how heavily the game can RNG. PQ1 did this pretty well by giving unique equipment from quests that wasn’t best in slot, but was enough to fill gaps while progressing through the game. Seemingly all unique drops currently within the game seem to be dungeon locked rather than quest locked, making the consistency of progression a lot harder, not to mention the difficulty curve of dungeons being way beyond leveling up until max level.