That makes sense. Admitedly when I was like 370 something back when Uldir was current I really sucked as a shadow priest because it had changed so much since WOD when I played previously and I wasn’t maining it. I’d actually done a lot of questing on disc as well, which is practically unkillable but much slower to kill things with. But since hitting 390/400ish ilev I started to really have no difficulties with large packs, but I also got my S Priest rotation down as well.
I wish weapons would have a worth again.
replacing ashkandi with might of menethil is something you feel instantly and you feel a lot more powerful.
today if you replace a 395 weapon with a 425 you won’t feel much of a difference quite sad to be honest.
Mob scaling is health only. Only the mob’s HP changes. They tried to get away with increasing mob power as well originally by sneaking it it without saying, but were caught at it.
Mob health increases at about half the rate you acquire power with ilevel.
It was a good concept from a generic point of view - at least in terms of providing player choice when it comes to choosing where you go for levelling. Back in the day, choices like that were far, far more limited, and in terms of hitting max level, you only had a few efficient choices and typically had to clear almost all of them to finally hit cap. Now you can pick and mix as you please.
However, the problem is that no matter where you go, what you do, or how much effort you put into updating your gear, you never feel any power-spike due to everything being kept within your level range and getting meatier alongside you - not until max-level where your iLevel will slowly but surely push your power up (incrementally) over mobs while the level remains the same, to a point where it will finally become noticeable the more you gear - but or a lot of people, that is too little too late when it comes to enjoying an MMO(RPG) experience, with that feeling of power-increase being one of its main draws.
It is not right to bash the entire concept, just the power aspect. A bit of fine-tuning could remedy a lot of that feeling, though seeing as we’re now in the age of heirlooms, it’d be hard not to do it without just making it so that Johnny Awesome in his entire heirloom set can one-shot everything and move on to the next quest much like it was before, unless they nerf them, to which you then sacrifice the XP gain for that power-feeling and have camps that could have an issue with either (or both).
- Get rid of scaling.
- Get rid of creazy ilvl jumps between patches.
- Design whole xpac progression like older xpacs (30ilvl difference for whole xpac).
What does this accomplish?
- Secondary stats do not go out of hand outscaling primary stats.
- We no longer outscale mobs like creazy, so scaling is no needed.
- No need for constant catch-up mechanics, which are throwing sense of progression out of the window.
- Gear upgrades can be achieved with slight stat increases and a special effects on items.
- Titanforge should not award higher ilvl gear, but instead should upscale rarity - naturally increasing potency of obtained item without making endgame gearing miserable as you can still obtain Epic’s from Mythic difficulty content.
Simple, straightforward and designed upfront progression - way better than current symptoms treating each patch completly ignoring the cause, ending with even bigger mess than before (Legion > BfA).
These are necessitated by having FOUR raid difficulties for the same raid/tier, with about 15 ilevel difference between.
This is the massive oozing lump that is distorting the rest of the game, and leads to scaling at max level. (Scaling when levelling is a different beast - still bad, but different.)
I like scaling, I just think the world should be eternally a smidge behind the player except for rares and intentionally challenging mobs.
And why do we need four difficulties?
Make LFR drop dungeon level gear (it’s there for those not intrested in mechanics but still wanting to experience the story right?), make normal as easy mode and heroic as hard mode. With mythic rewarding not extra ilvl gear but cosmetics and achievements, with extra affixes on top of HC, just like M+.
Raid gear having 5ilvl difference between tiers, HC having additional stats / effects instead of pure ilvl increases. Or maybe even active abilities just like trinkets? Like feeding your Katana some sake to deal armor ignoring dmg for set amount of time. Or whatever.
Just throwing excees item levels is a lazy design, that brings another problems which are attempted to be solved with the same lazy design which breeds futher problems. It’s an endless loop, and unless it stops the game will die.
i leveled my rogue last week entirely with legion gear, i barely noticed any difference
but you are geting more powerful
at your 379 itlv you should be destroying 10-20 mobs at a time.
if you dont you are doing something seriusly wrong.
The effects of scaling in the world stop very quickly. It is exactly the same as in Legion.
Armour hasn’t mattered in world content for years now, it has nothing to do with scaling and EVERYTHING to do with pathetically easy enemies-- and the fact the player has way too much health.
Also specifically about weapons it’s true they make less difference now in comparison to other armour, but again scaling has nothing to do with that.
I mean don’t you remember what it was like before 7.3.5? Most things literally died in one hit? and dungeons… running through non-stop.
It was a complete joke; world content now is just a joke. Well, a joke is better than a complete joke.
kinda true but you also need to account sheer numbers . at 400 itlv what you do is pick up 2 mobs push 1 aoe button kill all.
and 340 itlv you dont pick up more then 3-5 mobs and then have to push aoe button 3-4 times.
people who complain about world scaling are speaking nonsense really .
Trash mobs in the world shouldn’t feel strong once you are 120.
An Illusion, what are you hiding !?
You must smoke something do you ? Scaling is bullsh*t I miss days withnout it (max lvl scaling)
I can’t comment on the end game but in early stages scaling is fantastic. I deliberately XP locked this very character 3 times now to keep the zones I play through relevant. There is in my opinion nothing more boring than walking around and one shotting every NPC in sight. Scaling needs to stay and even be expanded on.
I also do not agree that at low levels better gear has no impact. I feel a distinct increase in power once my character is fully decked in close to maximum item level gear for my current level. Despite the game not being balanced around low level play, healing for example does subjectively come easier with better gear (yes I pug dungeons with XP off ).
I don’t think one shotting is fun either but it’s gone too far the other way now.
Yes this was the worst part… I barely gave attention when did the main questline to the mobs. a pity. i wanna Stiches style back!!!
As a player that never does m+ doin just quests obliterating enemies is frustrating. I ve always wm on, just to have some fun!
But also i dont like scaling on levelling. I prefer to chose the zone where to play and which difficulty i wanna play. I know now levelling is simple in any case… but now is unbalanced.
Perfect way to put what scaling does. It makes everywhere the same, so if one place is too easy or too hard, it all is, and gear won’t progress you, and you have no place to start and no place to finish.
Thanks for that Blizz. I eagerly await the next stupid decision that can top this one, if nothing else than for the entertainment value. It’s absolutely mindboggling that you were even capable of dreaming this garbage up.
I think the major problem stems from the exponential power increase between levels.
in the past, the differences between a gear piece from a x.1 raid and a pieces from a x.3 raid were large enough to certainly be noticeable, but not large enough that measures needed to be taken to stop the game from becoming laughably easy.
However, with each expansion the same exponential growth occurred, with the power gap between levels growing wider, and so gear similarly needed to grow exponentially more powerful compared to weaker pieces. By time it reached Legion it got to the point where 7.3 gear could near-enough one-shot open world content, which was never the case with, say, ICC gear during Wrath. This is when they first started scaling (in Argus, at least) because the alternative is to make it too difficult for anyone without 7.3 gear. Once BFA came along, the exponential growth touched even the differences between levelling gear and M+ 15 gear. That’s why they introduced the scaling throughout the entire expansion.
Really what they would need to do is to re-balance the power chart so that each patch you’re looking at consistent power increases (i.e +100 primary stat per tier), though I can see that they would then have to get creative to keep raids balanced in a way that x.3 raids are thoroughly more difficult than x.1 raids without exponential increases in player power.
That’s because up until WotLK, 4 tiers of content meant 4 tiers of gear. Now, 4 tiers of content means 10 tiers of gear. (4 for the first, and each subsequent adds 2 new ones and overlaps two existing ones, bringing Mythic gear levels down to Normal)
It’s quite possible the exponential scaling is playing a strong role, too, but the sheer amount of tiers is probably a bigger concern.