Originally Posted by
scubistacy
For people like me who have leveled about three dozens characters over the years (and got some boosts as well), there should be a different solution. Either, flatout more XP from heirlooms, or a specific veteran bonus to heirlooms which takes into account how many characters you have at a very high level (like, max level of the last expansion before they upgrade heirlooms to the current expansion, and max level of current expansion after heirloom upgrade). I belong to a group who wants fast leveling, because I have seen it all for multiple times, but I like to play different characters for different reasons (like RP, for example). And I like to replay some chunks of content, while ignoring others. Love questing in BC Nagrand or Valley of the 4 Winds in MoP, for example, don't want to set my foot into some areas anymore, like any Blackrock dungeon. Hate this place.
People who want to level slower always had the option to remove heirlooms. Blizzard could also implement a switch to turn off bonus XP from heirlooms if people want to keep gear which "grows up" with them but don't want to get too many XP.
Heirlooms provide the ideal method to separate people who like slow leveling from people who like fast leveling. Combined with scaling of zones, we could have an ideal world, where both groups get their preferred leveling experience. If they didn't have screwed up the bonus XP from heirlooms and other things.
BTW, in the current leveling approach, you just cannot learn complex rotations without making leveling exhaustingly long (because on the one hand we have so many quests which require killing of more than 10 mobs, sometimes going towards 50 when quest items don't drop well, and on the other hand, we level for a long time without actually having our full set of talents and abilities). Such things are for dungeon and raid play, not for open world questing. You cannot mix both, except with occasional group quests which are to some extent problematic in leveling content. For example, in the past years, I only have done the Nagrand arena event exactly once with a "proper" group of players in the level range of the quest (65 before leveling revamp). In every other case, it was faster to get a max level buddy to oneshot the quest mobs than looking for a group, which might never get full enough. So... you cannot teach people complex rotations and mechanics while leveling. You need scenarios with a decent chunk of XP every time your character reaches a specific milestone, kinda like PG. Or you need to encourage people to run dungeons, which is a double-edged sword, because if you don't get it right, dungeons will become the only good way to level your character.