Sure, why not? I might not get much mileage out of it, but then again, I might dig making an alt to take it easy and sleazy on now and then.
Be seeing you guys on Bloodsail Buccaneers NA!
When they introduce level scalling to old world, they will have perfect opportunity to tune levelling little harder. It shouldn't cause frustration, but it should looks more like current expansion levelling.
My idea: Heirlooms should be items that gives huge XP boost, level with us, but are weaker that typical item you would wear at this level. This would work perfectly in scalled world, when you can't just do zones/dungeon that are 2-3 levels behind you. So you would have choice - harder, but quicker or slower, more relaxed experience.
I agree. I think we need a difficult leveling to enforce the multiplayer aspect of the game. When things are hard, you will naturally try to group with other people to do them.
And level scaling is a non-sense in a RPG. It just destroys the sense of progression. But hey, there is already no sense of progression in the leveling because you already OS mobs at lvl 1
I already came up with this idea. Its in my sig.
An MMO should have three parts:
1. PvE
2. PvP
3. leveling
Each with its own progression path.
http://www.mmo-champion.com/threads/...eveling-System
TO FIX WOW:1. smaller server sizes & server-only LFG awarding satchels, so elite players help others. 2. "helper builds" with loom powers - talent trees so elite players cast buffs on low level players XP gain, HP/mana, regen, damage, etc. 3. "helper ilvl" scoring how much you help others. 4. observer games like in SC to watch/chat (like twitch but with MORE DETAILS & inside the wow UI) 5. guild leagues to compete with rival guilds for progression (with observer mode).6. jackpot world mobs.
I'd rather Blizzard just re-tune the old zones so that it behaved like this, yet keep Heirloom functionality in-tact for those who want a faster experience (along with all the other XP boosting mechanics/items)
Also, lower the cost of character boosts for those who want to skip the majority of level as a way to compensate.
Last edited by Baelic; 2017-07-09 at 08:08 PM.
How this destroy sense of progression? Instead of 1-10, 10-20, 20-30, etc. you would have just 1-110 (I don't think if should go further, 110-120 should belong to new zones alone). You could experience whole zone and all side and dungeon quests. Now you kinda waste time after quests in zones are yellow. It wouldn't scale to your stats, only to your level, you still would have to progress your gear to go further.
Would be a fun experience again. I defiantly still do remember how levelling was back in vanilla or even TBC...but again, we are so much better players in every way now.
Youtube channel: https://www.youtube.com/c/djuntas ARPG - RTS - MMO
I vote YES for Pristine/Hardcore realms. :-)
"There is no end to education. It is not that you read a book, pass an examination, and finish with education. The whole of life, from the moment you are born to the moment you die, is a process of learning." by Jiddu Krishnamurti, Philosopher and Educator
am i the only one who thinks leveling is a means to an end ? ..
i sort of wish wow-leveling was like it is on diablo 3 atm
They can adjust the xp rate it would be easier to make. Mechanic of the game has changed with time and for exemple mana is not the same for casters as it used to be.
I'd be a fan, It's not like they'd force you to utilize it if you didnt want to.
Sounds pointless and unintuitive. From the point of view from a newbie they could accidentally activate this and end up fucking themselves out of exp and making leveling more tedious and lengthy than it should be. If you make something harder you should be rewarded. Only a tiny handful of people would subject themselves to this unless they were rewarded with some account wide title/pet/toy or whatever.
Making mobs hit harder/more HP won't make the game harder unless you're forced to use your whole kit instead of just DPS cooldowns. Except difficulty will vary wildly between the classes. Warlock/mage/hunter would have an infinitely easier time than say a warrior because their kit allows them to nuke and CC from far range. Say a monk for example if you just beefed up mobs HP/DMG most pulls would end up like this:
FSK in, pop CDs and go ham, box each other til you get low HP, karma, box again, get low HP, paralyze (60sec CC), port, spam heal, get to 100% HP after 20secs of casting. Repeat. You could even say heroic mode reduces CCs to PvP values and even then the only difference would be having to kite a lot more which wouldn't be hard at all for classes with tons of kiting tools in their kit.
It makes no sense to just beef up everything just to make leveling longer when you can just take in the zone at your own pace anyway. If you want to finish every single quest in a zone even if its not optimal you can still do that anyway without some limiting system. The only thing I'd like to see Blizzard do with leveling is add more solo bosses like the mage tower bosses that actually incentivize you to learn how to play your spec. Of course they'd never do it because that would take a tremendous amount of effort and would probably cost 2 zones and a raid tier of development time.
The sense of progression means you're walking into silverpine forest, you see a big worgen. "Wow this is an elite mob and I can't see his level ! He has to be so strong !" He aggro you and 3 shots you. You come back 10 levels after with 2 friends and you kill him. That's the sense of progression.
Blizzard is unlikely to do anything like this:
1. The only leveling Blizzard is interested in is leveling associated with an expansion.
2. Taking longer is not making it more difficult. Blizzard doesn't want it to take longer. They want you at end game playing whatever the current content is.
I mean, it's a fine idea as far as it goes being optional and everything. And I might even use it from time to time. But it's not the way the game is going and if it's anything at all to make it work that way they are very unlikely to do it. They have demonstrated time and time again that the only thing they have any interest in is making 1-whatever the fastest path possible. I think it's bad for their game but it's foolish to imagine they'll do a 180 on this.
As for those who have wandered into the thread to state that the game isn't a single-player game, leveling through world questing certainly is a single-player part of the game and it's stupid to think or say otherwise.
"...money's most powerful ability is to allow bad people to continue doing bad things at the expense of those who don't have it."