The way the scaling is in the open world is the worst thing i have seen. Why mobs level with me? What is wrong with having a zone which every mob will be skull to me? I really like how GW2 did their scaling (You are being only downscaled in Open world). WoW should have coppied that. Instead they failed miserably with what we currently have.
Wow is my only known game (combined with D3) where you level up, do more damage numbers, but also become much weaker compared to open world.
Like at level10 you basically 1shot mobs, while at level 45 same mobs takes 10hits.
Just another feature borrowed from Diablo 3 they thought would be good I guess. I could say the same about infinitely scaling dungeons or legiondaries.
Make a new alt and swim from your garrison to Nagrand/Tanaan. You’ll see plenty of skulls.
We got forced scaling and level squish thanks to the whining from the endgamers, making leveling a headless boring task.
Apparently Blizzard isn’t capable of giving players options for how they want to experience the leveling. Chromie doesn’t count as it only gives players a breadcrumb and locks them to only queue dungs for that expansion.
Scaling aside, I’d much rather lock my experience once at level 49 than every time I max a new expansion. I prefer Chromie time over playing 1 zone in each expansion and moving on to the next one. Also gives the choice which expansion I want to play and which I want to skip.
Try the same WoW Classic and report back.
Hint: it’s the same.
Level 1: 3-4 frostbolts.
Level 50: talented, 4 frostbolts, freeze, run, 3 frostbolts, fire blast.
Same in GW2. Sure, low level creatures have lower health, but equal level gets difficult.
The point of leveling is to teach the player. Early on it’s sparkles. As you level up, you get to play against (disproportionally) more difficult content. Then it’s about skill.
I mean when you return to the same zones as higher level.
In classic you 1shot mobs in the Barens if you come as level45.
In modern wow if you come to the Barens as level45, you need 10hits.
I was talking about this, not about natural mobs/level progression.
Ofc once you hit 50+, you imediedly start doing 473748392dmg to old world mobs, which is just silly.
Which leads us back to options for leveling. Surely Chromie time with scaled leveling is convenient, but that doesn’t means there shouldn’t be other options for both faster leveling for endgamers as well as a slower leveling without scaling for an historically authentic approach.
Yes, I mentioned giving players the option to level even faster, and that is because I recognise that some players don’t like playing low-level characters without complete rotation and abilities. For this option one zone should be enough to ding 130 (or 60), but it should only be available for players with at least one already level-capped character on the account.
i’d argue that the point of leveling is to get stronger and it’s the core of the rpg experience if you get weaker as you level up that’s antithesis of all that is power progression if the mob you was owning 10 levels ago is suddenly stronger then it was when it was current content that’s some serious f up by blizzard cough bfa scaling cough
The classic and this scaling way both have their advantages and drawbacks, and Blizzard hasn’t found a good balance yet. I loved scaling when I restarted WoW during 7.3.5 as I could experience and actually finish the zones without one-shotting everything (still did a few EXP stops).
Since now we have Chromie Time, we could have two versions of the world. The “real world” that has fix levels for everything and a timewalking version that scales. But now with the level squish the “real world” feels wrong because you overlevel everything even faster than pre-7.3.5. Also, Legion and BFA don’t even have non-scaling versions.
In classic said mob will reward you zero xp because you outlevel it by a mile.
In retail same mob will reward you xp adequate to your level.
The point of scaling is literally about making the content match your level so that you dont have to travel across the continent 20 times to find an appropriate level zone, as well as have flexibility to level where you want (for whatever reason), rather than where the right level quests are.
I swear these forums can spin literally everything into an issue.
Honestly, I like it. Wish more games would adapt it like TESO does partially. I wish we could use auto-scale mode optionally all the time.
In TESO (as far as I know), the mobs scale with you to a total of 5 levels below your level… I think. I could be wrong on it, but honestly I would love WoW be more challenging in general (but not like classic) so that players are actually are used to actually “playing” the game instead of skipping/braindead playing the game.
I may be alone with that mindset, but honestly, if the game itself would be even on open world more challenging, semi-casual players like me wouldn’t have felt immediately turned down by Magetower (no matter if un-nerfed or nerfed) and would have felt the ambition to complete it.
I really would like to play WoW actively as a core-player. But is just doesn’t have the right gameplay feeling to make me get completely engaged with it as a core player. Not exclusively because of the “lack of challenge”. We all know there is more than 1 big problem going on in WoW.
Yes, I understand all the reasoning behind it, and I was one of the people who very actively was advocating for it back in MoP/WoD (when these ideas were still flamed as non-sense), I don’t need reminder about that.
And it doesn’t change the fact, that you do “more damage numbers”, but the mobs you were blasting before with grey gear, now you need x10 time to kill them with blue gear. And this is completely anti-RPG. But I guess convenience of being able to level 1-50 in a single zone is bigger +++ .
The never ending joy of WoW attracting people with different aims.
Some people want the endgame and the rest being as trivial as possible.
Some people want to experience stories.
Some people want to feel gods playing it.
Some people want to be regular mercenaries.
Some people want to grow in virtual strength.
Some people want to grow into being challenged.
Heramaar above has good points about the entire world being relevant.
Endgame players only focus on maybe 2% of what the game offers: 1 out of 9 expansions, and only the dungeons or raids or battlegrounds or arena. They don’t need majestic WoW as their game. They need a dungeon crawler for 5-10-20-40 players, or a first person MOBA.
To be fair, I don’t believe that the endgamers cared about this at all, or that they influenced the decision in any way.They may have a bias towards fast levelling, but they care nothing about scaling or squishing.
The forums don’t do anything. They’re just software waiting for people to enter text.
People, OTOH, all have different opinions. And, you might be surprised to learn, a lot of them are genuine, borne out of the various ways they play the game, and the things they enjoy, and respect.
If I named my Top Five Bad Things the devs have done in the post-Mists era, there would be a tight and competitive competition for the five available spots, but scaling would almost certainly make the list.
It’s necessary evil, too many quests has been added during fifteen years of game so it was scaling or out-leveling of quest chains.
One of the reasons i am wow2 advocate, as it’s impossible to tweak leveling in current client.
Having a level locked zones with down scaling like ge2 does it is a better way. Add to that level lock from WoW and this is the best in my book. I have nothing against downscaling. I love it in TW & legion M+ and I am also enjoying the party sync. Could be much better but i will take what am i given. In general i like downscaling.
I don’t want to see non-stop the mobs being the same level as me. If i am a level 10 and the mob is 30 or 40 i want to see it exactly like this and i want it to be as strong. If the mob is skull would be nice for me to be one shotted. I just hate mobs leveling with me.