Dude, I finished waves of Naga earlier on a Destruction Warlock at ~ilvl880 and didn't have almost any trouble aside from poor drop rates. This isn't FF14 where you can be in raid gear, pull the first mob in a new expansion zone and the moment you accidentally pull a second one you might as well start fleeing because it's a good 2 to 3 minute fight you will likely lose.
Soothing Mist:"Healing them for a minor amount every 0.5 sec, until you take any other action."
Jade Serpent Statue: "The statue will also begin casting Soothing Mist on your target. healing for 50% as much as yours. "
[What's half of minor?]
"Statue casts Soothing Mist at a nearby ally for toddler healing."
Trust me. In 7.3 they will do it again.
- Players can unlock the 5th level of each trait.
- all mobs gain 40% more health/damage.
The increase, as mentioned before, was with 7.2. It didnt look at the moment to me that something changed in 7.2.5, and definitely not 40%.
Overall, I am against ilvl scaling, but in small form it can be justified. 40% would be too much.
It's great tbh. The feeling of actual danger when you engage mobs in the levelling zones.
We had that a lot in Vanilla and to some extent in TBC. We even had a few areas in WotLK. Areas where you could feel the tension, because you could, you know, be KILLED! Like a Fel Reaver in Hellfire Peninsular in TBC. Great fun!
Suddenly, you need to plan your pulling. You group with others to kill stuff. You might even use CC to kill the mobs in sequence, instead of AoE-derping! It resembles the great stories that created MMOs, like Lord of the Rings and the Dragonlance novels. Instead of levelling being boringly easy, it becomes a fight to the death.
I like that they did this. I hope they will do it some more. Oh, and to the OP: It's still very easy, if you equip heirlooms.
No, item level scaling was not part of Vanilla. The reason they need to do this is because of gear inflation, Titanforged and multiple difficulties. Convenience-based changes are biting them back hard. Oh and they want everyone to feel the true badass in the game, or have you forgotten that you are the leader of your class hall and next to legends?
The reason there is no danger in the world is not because there has been no item level scaling. It is bad design decisions and terribly easy leveling experience that is at fault. Stop mistaking cause and effect.
FOMO: "Fear Of Missing Out", also commonly known as people with a mental issue of managing time and activities, many expecting others to fit into their schedule so they don't miss out on things to come. If FOMO becomes a problem for you, do seek help, it can be a very unhealthy lifestyle..
The change blows for a player like myself who doesn't raid, enjoys alts and has none above ilvl 870.
Old world content just got made more tedious because Blizzard can't keep raid gear power scaling in check.
F2P: If you don't think it's worth my money, I don't think it's worth my time.
Start reading what I actually wrote.
I wrote:
So yes please - more challenges in the open world of warcraft, also during levelling.It's great tbh. The feeling of actual danger when you engage mobs in the levelling zones.
We had that a lot in Vanilla and to some extent in TBC. We even had a few areas in WotLK. Areas where you could feel the tension, because you could, you know, be KILLED! Like a Fel Reaver in Hellfire Peninsular in TBC. Great fun!