Just was curios what people fav opinion is from these 3 options
1 fixed just like vanilla so mobs always have the same stat and dont level with ya
2 dynamic but with a cap ( like zones in bfa example mobs level from 110_120 with ya but in this case stop at a fixed stat at 120 ( i like this 1 personally the best as it feel like getting new gear actually doing something and with new content like visions just have the mobs at a fixed stat for the respected ilvl people have around that time or masks )
3 scaling forever just as at a slower rate then you gear ( mostly there hp) so just like it is now
reason i made this pole like topic is im not really happy with the current scaling atm specially when you doing older zones of bfa ( yea sure they go down easier then when you were leveling but its not that sweep you would except with all that overpowered new gear specially the elite quest and its not that they reward you anything nowadays
but i digress as thats just my opinion and wanted to know what other people think of the scaling
I agree on the 2nd opinion. That way it would still make you feel like you’ve gotten stronger, but not too strong where you one shot every mob. It still gives the feeling you’ve gotten stronger, but you can still get stronger over time with newer gear!
I have no respect for any system in which two players don’t see the same stats on the same mob. I could write reams on the gameplay implications as well, but the consistency of the world is my principal (and principled) objection.
so i assume a 4th option mobs leveling with you everywhere?
could work but to me gear would have no meaning then
at least if you got gear above certain areas those areas will always be overpowerd and new areas feel like the challenge they need for the gear at that point
Why should fighting pigs outside a farm in Redridge give the same amount of combat experience as fighting directly against the Burning Legion on a completely decimated alien planet?
Answer: Of course it ****ing shouldn’t. One of them should be much harder to reach and provide much more powerful rewards.
This escalation of power and its associated strength progression is the heart and soul of RPG games - from Dungeons and Dragons to Elder Scrolls to World of Warcraft.
I agree with Grainne. It’s perfectly simple: An object’s an object. If I see X and you’re near enough X to also see X, you should see X. Right now what you see is a function of you and the actual object.
Nobody really knows what X looks like. Player A, that’s me, will see F(X,A) and you, player B, will see F(X,B). But F(X,A) != F(X,B) even though they’re both X, which blows my mind.
You see what you want to see, not what’s really there. It’s so strange. Surely the purpose of a persistent online world is that we get to share a consistent world where every minute detail about the world state is synchronised between us?
That’s completely irrelevant. Having to go for this argument merely proves my assertion that the game has no logical persistency. The game shows you what you want to see, not what really is - and if two players want to see something different when looking upon the same thing, then that’s exactly what happens.
What is the purpose of a shared online world if we do not actually share it?
Guess this is about max level scaling rather than leveling
Just to fix any possible misconceptions ppl may have, there’s two scalings in the open world of BFA. One is the level scaling which works from 110 to 119. The other is the ilvl scaling which starts at 120 and increase mob HP based on your ilvl, but still at a slower pace than your own hp and dps grow.
You get weaker in BFA from 110 to 120 because they frontloaded the rewards (azerite and neck starts at lvl120 ilvl green gear so you outgear mobs early on) and loose your legendaries at 115, at which point things get really slow. Crafted gear also contributes to this as they have lvl 115 ilvl despite being equipped at lvl111.
But you don’t actually get weaker as you get better gear with the ilvl scaling. Been proved over and over again, even your primary stats grow faster than the mob gains hp from the scaling. You may feel that way as you see bigger numbers but that’s about it.
If this was about BFA then without a doubt 3rd option for one tiny little reason : we experienced the biggest and worst power bloat in WoW history.
A fresh 120 dps barely has 100k hp and random mobs have little more than 20k hp iirc. We now have almost 600k hp and more dps than the fresh char’s hp…
At this point any ability can one shot the mobs, it’s not just a lack of challenge the mobs shouldn’t even exist at this point and be replaced by critters.
There has always been a point in previous expansions where gear made the open world irrelevant, but it has never been this bad.
So yeah, for BFA it’s justified by the stats bloat & systems stacked onto each other.
Hopefully SL won’t be similar and won’t need it to have mobs last more than a builder. This in my opinion isn’t there by design, it’s a band aid fix to a much bigger problem which has been more and more obvious each patch.