Im at around 894 ilvl and mobs still melt to me but I also am in a dps spec. Can't say much for healers. However, I do like this change as it gives me more time to tag mobs that other people are killing while I kill another group so I get credit for the kills. Without this scaling--I'd have to personally kill more targets as all the other mobs being fought by players would be getting one-shotted.
For someone after the 10k WQs achievement I can honestly say a big FUCK YOU to Blizzard for making it take longer...
Found it hilarious seeing a 1m hp mage killing mobs faster than people with 3.5m health.
I will never understand why they try to stealth add these things. People always find it out and it always becomes a shit show and they say they want to unknowingly get people feedback when that seems like a bad excuse.
Like the change or not, its so stupid when they keep doing this.
I felt like everything was dying faster than usual, because of the empowered artifact. When they fix the unequipping bug it will be fine.
Stupid change, the same effect could already be done by voluntarily taking off gear if you want a "challenge" from world content.
The reality that Blizz is missing is that world content was never and never will be a challenge for people capable of getting top tier gear. Definitely doesn't make me want to resub and hope they get a lot of shit for this.
One of the most retarded decision ever made in Wow over the past 12 years.
I just can't understand how someone thaught that it could be a good idea. The whole game is based on acquiring gear and be more powerful, what's the point of mobs scale with us ? And I'm not against difficulty increase during an expansion, that's fine. But just do the old way : new zone means more powerfull mobs. Period. No need to scale the previous content that we allready farmed for MONTHS.
I stepped on the broken shores on a 913 VDH. Mobs had ~3.3 mio HP. I removed a trinket, they had ~1.5 mio... Seriously... who the fuck thaught that's a nice system in a MMORPG ? I'm speechless
upcoming solution by blizzard in a few days
1. hardcode to get ilvl data from bags
2. calculate mob hp values strictly on server side and only send percentage values to the client, resulting payers only seeing mob hp as % and them not being able to tell how much actual hp mob has.
3. change player damage output, instead of numbers, to 2 categories (good and bad) with a delivery a method essentially the same as for mob hp. This will also prevent players to calculate relative mob hp from their own damage numbers.
so many problems solved I should be a game dev. I wonder if Blizz is hiring
OMG this shit is even in Scenarios COME ON
Fuck you and die, Shitizzard.
That's the most coherent opinion I can formulate on this stinking piece of shit "feature".
That's what people deserve for kissing their ass and praising their retarded Broken Issles scaling in the first place. You've bent over themselves - so Blizz decided they might as well bone you as deep as they can.
Garrison Mission Manager: Select best followers for BfA, Legion and WoD missions.
Instance Spec: Switch to spec suitable for your role when "dungeon ready" pops up.
LDB: WoW Token: Monitor WoW Token price changes in LDB display.
Other addons: Quest Map with Details * LFG Filter for Premade Groups * Obvious Mail Expiration.
sigh. its like they really really don't want me giving them my money....
They won't do this not because of raiders, but because it would undermine the intent of the Titanforging system which much like the lottery is designed to conspicuously and rarely award a huge prize for doing next to nothing. If there isn't a huge ilvl disparity then you can't use huge ilvl jackpots as a retention mechanism.
All In Scenario for Suramar Quest Line is bugged if anybody inside bubble, people getting stuck on 96% and ofc this ilevel BS applies to scenarios so this takes a lot longer now as well.