Yea, level 10s are insane. Everyone. Warlocks, hunters, even arms warrior that presses mortal strike every 6 seconds - all top dps.
Yea, level 10s are insane. Everyone. Warlocks, hunters, even arms warrior that presses mortal strike every 6 seconds - all top dps.
My nickname is "LDEV", not "idev". (both font clarification and ez bait)
yall im smh @ ur simplified english
It's not bootlicking to not have a problem with an agreeable system of play.
Before level scaling, there was only one step between lower level content and higher level content, and that was having to physically move your character from one to the other as you leveled. All level scaling really does is remove that step. Now I don't necessarily have to go to Swamp of Sorrows if I get too big for Westfall, because now Westfall is going to be as difficult now as Swamp of Sorrows would've been before. There's no difference, except that I'm not forced to jump between zones while I'm leveling because the game demands it. Now I have more control over where and how I level. If you want to make the argument of "I LIKE when things were less convenient than they are now!" then that's... fine, I guess. I mean, I understand where you think you're coming from. I just think it comes from a place that's a little bit flawed when it comes to a game that has gotten as expansive and massive as WoW has.
There's nothing wrong with the world getting harder as you progress through a video game. That's how most video games work. That's how it worked before level scaling, just in a more roundabout way that got less sustainable and less fun as the path got longer and more rigid with more expansions and more levels. All Blizzard has done over the course of introducing level scaling and Chromie Time is make that path more flexible.
More on topic, the discrepancy between a level 50 and a level 10 in the same dungeon killing the same enemies is a bit of an eyesore, even if it's not particularly consequential. Personally, my solution would be that for LFG dungeons, the group's gear and stats are scaled to the average of everyone's levels, and the dungeon itself is scaled to that average, kind of like Timewalking. That way everyone would sort of be on an even playing field, and you don't have the weird case of low-levels blowing out the entire rest of the group. Generally, I agree that dungeons should probably not be only as hard as the lowest member's level. Level scaling in general? Not a probem. 9.0 is the smoothest and most enjoyable time I've spent leveling since I started playing the game, and I can't see them going back.
Last edited by CalamityHeart; 2020-11-02 at 05:38 PM.
Leveled my monk tank. Did not like dungeons with lower levels, keeping aggro was a nightmare. I know people are focused on pew pew numbers, but from a tanking pov there were some issues, I think healers also struggled too. Don't know if I am just bad, or the scaling, or a mix, but jesus, boss fights were tough.
i took some level 10s into island expeditions, and dot classes/healers were insane like res druid, aff lock, arc mage. what sucks as you go up in levels like after 20+ you feel weaker and weaker
at 10-14 able to solo near everything, even deal with 4-5 non elites with ease, the only thing that kills my low levels is when blazing flames debuff is up and when spikes pop at random under my low levels (any)
It's not ego problem, it's game design problem, when you gain levels and abilities and better gear and new talents and as a result... YOU GET WEAKER.
oh boiiiiii bold new 2020 RPG design - create level 1 character - gz, you won the game, your character is now the most powerful it will ever be and stronger than all other (except other level ones) characters.
do u serious right now?
Last edited by ldev; 2020-11-03 at 09:27 PM.
My nickname is "LDEV", not "idev". (both font clarification and ez bait)
yall im smh @ ur simplified english
Couldn't care less about the DPS imbalance issue.
However, i've noticed that some bosses are overtuned for tanks. Abilities 1 shotting tanks and such.