Honestly, been farting around in 5 different characters (one healer, one tank, the dps) ranging from 850-900 and didn't even notice, nor did my girlfriend on her 898 healer, nor did any of the 30 some guildies that logged on today, talk about blowing things out of proportion O.o
There is no need in gear scaling if you already have tiered zones.
Tier 1: Leveling zones (Stormheim, High Mountain, Azsuna, Val'Sharah) - Mobs scaling with level and have a cap at power level of a fresh 110 character
Tier 2: Suramar with 2 gradients (Suramar area and Suramar City with all the Elites)
Tier 3: Broken Shore (where they just could implement mobs which are en par with Suramar City elites or slightly harder)
This is progression in the open world.
With mob scaling with gear level, they are actually removing the MAIN REASON for gearing up characters - to become stronger and finish tasks easier / faster. If they put all characters on the same level, no matter what gear, I bet people will leave in droves.
It doesn't bother me all too much, but it makes getting dazed a bigger pita. My guess they'll remove it since everyone is having a tantrum over it.
I personally noticed it straight away, so did a mage in my guild, but another hunter+shaman didn't notice. It's just down to personality, whether it's something you feel or not. I instantly went, "Somethings different, I'm wrecking these mobs, but I'm not wrecking them enough, I'm actually having to use defensives" Mage said the same thing when he came on later, without hearing what i said, he said he was destroying mobs, but not as much as he used to. Definitely noticable difference. But it doesn't bother me at all. We'll continue to outscale what we fight, gear will still matter, we'll still become stronger than everything soon.
Then you don't quite belong to the main target group for open world content.
Honestly, people, why do so many fall for the assumption that open world content should be as hard as raids, while the whole setting and gear thing are very contradicting for these settings. Open world = area for single player content (grouping optional, not mandatory, only a small amount of tactics required), great variety of gear levels (fresh max level characters up to BIS mythic raiders). Raids = content gated by groups with a specific composition, tactics are important or even very important, and you will get nowhere without a minimum item level.
Get this in your head first, then complain about world content being to easy when you steamroll it with raiding gear.
Last edited by mmocbfa8dc246d; 2017-03-29 at 08:23 AM.
Most important is, change sound awful, but is TRIVIAL. Maybe it's me, because I saw it first before I read about it. It was mistake to not telling before, because EU has patch day later and they read it before play in most cases anyway. But honestly, read most posts in this thread, would you want to cater to such crowd if you were a dev? I rather cather to normal people that don't go apeshit about every slight change.
I'm just saying, wanting to fire dev over things like that and spreading story quest/cosmetic rewards over 11 weeks is really pathetic. Why do even need cosmetic rewards if you want to hop in and out to the game anyway? It make literally zero sense.
For me "core" content is: world quest (former dailies), dungeons and raids. Things like story quest are to spice up the content, so I'm glad that I have something little different to do every week.
Didn't take long for people to point fingers and demand someone get fired. Pathetic.
I like where this is going, as a gamedesigner speaking.
Ofcourse people are misreading everything. This is all about nuances.
In the end, I think everyone will like it that there is a certain amount of challenge, while still feeling powerful. This is much better than oneshotting everything, feeling like a god and being SUUUUPER bored by doing so.
Trust me
Gating is never going to be popular but thats not the point.
Removing the main point of playing - Character progression. Now thats is just stupid and doing so and not telling people about it beforhand, lying in the QA about the very same thing and all this while you have been telling players that you are aiming to be better at communicating changes?
Yeah, thats where this guy went too far and simply needs to be removed from the dev team.
For those of you saying it doesn't matter, good for you. I'm at 903 equipped, and instead of being able to chain pull a group of mobs and aoe them down, I now have to be careful because some PoS open world trash suddenly hits me for 3/4s of my health. Yeah, that's great design, really engaging, I really wanted to get the feel of leveling in greens. /s
Edit - I want to 1 shot world mobs, because fuck world mobs, I already leveled, what's the point of getting gear if everything is going to remain a chore? Leave the scaling to challenges.
Honestly the scaling could have a positive effect if it works for lower ilvl gear too. My idea of this scaling system would be to have the end zones scale up to a certain ilvl (for example, non broken shore 810 and broken shore 840) that way freshly dinged toons could participate in new content straight away and other older toons don't get severely punished for overgearing it. Afterall we all know that tanaan mobs had more hp and damage than non tanaan mobs and same with timeless isle so it would work like previous expansions only with the major difference being new toons don't have to buy/craft/get carried to do new stuff. That's how I hope the technology is used in the future, rather than scrapping it entirely.