Originally Posted by
Flurryfang
First of all, i think if you want to design a good leveling experience, you first have to look at the mechanics already set in place.
I think it is hard to make something really good, without also changing some of the core ideas of the game. Like mobs hitting harder will make people not mass pull, but it will proberly make the solo experience worse. Alot of the world is also designed for quick combat and not long engagements, especially with classes that can heal, not really having mana problems anymore.
So with that out of the way, i think the answers can be answered:
1: It should be a SOLO experience, but group play should be encouraged. Give leveling bonuses for being in a group and being close together. Sure, people will just group up for the experience, but it will be an icebreaker for interactions.
2: Zones should stay as they are. The idea being pushed out of a zone because of your leveling speed, is one of the worst experiences with open world leveling.
3: Mobs can hit harder, but they don't have to. I would though love to see more boss mobs in the world, more abilities on mobs that deals a lot of damage, and maybe even create a mob-pummel ability to all mobs. So if you ever pull more than 3 adds, they will start to debuff you with dmg taken, or maybe increase their own dps. Any harder mobs should ofcourse be followed by increase in EXP.
4: I don't think the old tag system promoted much grouping other than supress solo players and classis without instant range attacks. There is nothing wrong with everybody being able to tag in on a mob.
5: I think all zones outside of the heavy PVP zones and end-game zones should be stacked with players. The more the better really, even to a point where they are swarmed.....Just for fun.
Aside from that, i would add some small "fun" features to the leveling zones.
- Zone Finish bonus: Finish a zone of quests/loremaster, get a big EXP reward and a movement speed buff for 10 min(for movement between zones.) Will help players stay in zones and see stories to the end. Also gives a nice boost in speed.
- An overall of Heirlooms: Heirlooms should not be gear, but merely a bonus for those slots in EXP gain and stats. So you still switch out gear, it just gets a bit more powerful and grants exp+ when you have aquired "Leather Shoulder Heirloom".
- Action Events: Just like Legion Invasions and BFA Incursions, all the old zones should also have special events going on. Grants conduits for players and allows some of the stories in the old zones to be a bit more active. Maybe even make it a questline, that pop ups and grants good EXP and some fun buffs/items.
A final thing, which is also the biggest thing, would be a return to the old talent system. Getting a level in current WoW is very anti-climatic, especially compared to all other MMOs like GW2, FF and especially old Wildstar. I think that talents, while not being a fix or something that beats other games, is a good step in the right direction and would simbolize the jouney of getting stronger.