- Thanks for trying to be educational, but your logic is still deficient. Level time changes are not a consequence of a level squish, nor is a level squish a prerequisite for leveling time changes so your if/then smartassery doesn’t work. They can reduce/increase leveling time without squishing levels, and have done so already. Stop trying to co-opt the benefits of a leveling time reduction as some argument for the merits of a level squish when you can have one without the other.
- Arcane mages have like what, 20 spells and 7 talents. Should the level cap be 30 just to ensure that every level brings some meaninful reward? No. The current spells and talents can’t be stretched to even 60 without bloating them up with fluff. So ‘I spent 5 hours doing 3 quest zones and gained 10 levels and a talent point’ is just as arbitrary as ‘I spent 5 hours doing 3 quest zones and gained 5 levels and a talent point’.
a) Leveling rewards don’t have to class skills (they can be gear, rep bonuses, consumables, cosmetics, etc.; other games do them without level squishing),
b) and even with a squish we wouldn’t have meaningful class rewards every level, so if an arbitrary 5 level gap without talent points is fine, an arbitrary 15 level gap without talent points is equally fine when they take the same time
c) and nobody has demonstrated that constant shinies dangling in front your levels wouldn’t trivialize those rewards equally, instead of having the excitement of looking forward to milestone rewards
d) nor proved that the sluggish feeling of spending an entire day at the same level wouldn’t be less encouraging than the level progression we have now.
- Obviously new levels could be learned, but it is still an effort, without any proven benefit so far (benefits that couldn’t be done without a level squish that is, such as talent revamps or level time reductions, scaling changes, etc.). We could also rename every class - Mage to Sorcerer, Priests to Cleric - and people could get used to it, but why? Slapping a different name on a class doesn’t fix it any more than slapping a different number on the leveling process fixes that.
- If we will ‘not see big differences between different players at the same level’ that also means that we will not see big differences between the same player at the same level so what’s the point really? So your suggestion of ‘gear progression while spending more time in the same level’ is either going to be negligible or undermine the level system (is this dungeon tuned so that fresh-10-with-no-gear can do them or so that spent-5-hours-getting-gear-10 can do them, essentially introducing the endgame power creep while leveling) and introduce automatic twinking (since people at the end of a 5-hour-level will be far more geared than others at the start of that level), only to take that power away as soon as you ding, leading to a cyclical power spike and drop instead of a steady increase.
- You don’t actually play ESO so perhaps don’t try to educate people on how the system works. Players continue to earn experience after 50, they just don’t get skill points (just like in BfA we level after 100), but they outlevel lvl 50 gear (fyi there is no lvl 50 gear anyway, only cp10-cp160). Endgame starts at cp160 when you don’t outlevel your gear anymore, until then you’re just leveling and smelling the flowers, and many PvE group activities are tuned well beyond that (cp300+). And as for why these numbers don’t feature prominently on ESO promotional material, it’s because they market themselves as a story-driven MMO with a fully scaling open world; BfA didn’t market themselves with the ‘120’ number plastered everywhere either, they hyped up the allied races, story zones, warfronts, increased level cap, free max level boost, islands, Azerite sytem, etc. We can probably end the ESO tangent here, I merely used it to point out that there doesn’t need to be a meaningful leveling upgrade all the way for every single level and games with higher treshholds work fine as well.
- Obviously nobody is going to come out and say that ‘I want a level squish because of nostalgia’. I merely brought up that possibility because the level squish discussion is mixed in with a lot of different topics, such as a talent system overhaul, or more old-school talents, or ‘make leveling great again’ back-in-my-day sentiments - and for the record I did level through the vanilla world and the goal of RPGs has always been to progress, not to spend as much time within a single level as possible to gear yourself when you know you’re still leveling (the twink gearing experience of is an opt-out from this level system, not an example for how leveling should work). There are level-agnostic progression systems (like The Secret World), but WoW has never been that.
If I was snide, I took my cues from you, so if you take any issue with that, take it up with your own tone in your responses. And you’re the one advocating for a change, so the onus is on you to prove that these changes would be beneficial. All I’m doing is pointing out concerns and how ‘level squish’ is not some magic solution without tons of problems of its own.