You don’t see that game, the 1-70 game, as content. You see it as a chore, like a long-winded tutorial or cinematic intro.
For many people though that is the game they subscribed to. Wonder what % of the player base that people make, but dont discount them so easily. For them its idiotic to pay 40$ to skip the game you’re paying 15$/month to access. Like signing up to a ‘make your own cake’ class then paying someone to come make the cake for you.
If someone wants their level 70 friend to boost them for no XP but to get the quests done, then that’s fine. Lots of dungeons are loaded with low effort quests like Gnomer and ZF. Running the same dungeon 10 times in a row for mob XP isn’t the point of dungeons, but people can do that if they want.
By far the best way, and sometimes only way, to progress your character is through group content. If you played WoW solo in TBC, the highest gear you are obtaining are BoEs from raids (and arguably, buying gear from other players is still interacting with other players) and gear from the reputation vendors. And to be honest, in TBC, I don’t think you can reach exalted with all the factions without running some group content.
It would be nice if there were avenues for solo play, but that requires development time, which isn’t something they are going to do for classic. It would be nice if some of the dailies granted badges so you could get more gear while playing alone, but that just doesn’t exist yet. The closest we will get to that is when World Quests are introduced in Legion.
If they made boosting free and unlimited, how many players do you think will level? I’d say less than 10% of the player base, and that’s being generous.
Why should I? You’re just another faceless NPC forum poster in a sea of them. I care about what you wrote up there:
I make that in an hour when it takes 90 hours to level just to 70.
Obviously it’s better to just pay the money.
If that applies to you or was just rhetoric to get a point across doesnt matter. The point is that indeed, for some people it makes sense that way, and for others its hard to understand why you’d pay extra to avoid doing the thing you’re paying to be able to. Like hiring an escort and paying another guy to come do her.
i told ya my solution: immediately put in RDF in 1-70 zones with an xp bonus that outpaces player boosting xp. remove the nerfs to boosting so friends, guildies and helpful players can at least give ya better xp than 0 - 5xp per mob. this is so if your RDF will not pop, you can still get xp, albeit not as good as RDF. remove the level gap nerf so people can form groups easier. i mean they have put so many obstacles in the path of 1-60, its almost as if they dont want customers.
The point is that I’m not wrong… but that doesn’t mean I subscribe to it.
If you make a dollar an hour it’s still more efficient to buy a boost than to level.
So now if you make $60 an hour… Ya you can do the math. Well… hopefully you can. Your opinions and accusations over a factual post are quite frightening
but the players are still playing. in the other scenario, half of them give up cause they cant find a group that gives xp. imagine deliberately removing so many players from the 1-60 zones AND, nerfing the level gap so people cant even expect an at level dungeon run, to give them xp after someone dings. this itty bitty leveling window.
but by george the RMT people are still in business.
true. i ’ m theorizing based on the rate of retention of older style mmos. wotlk classic will have alot of returning wrath babies and if the last time they played was like cataclysm, they’ll expect RDF but be accustomed to low pop questing zones in eastern kingdoms and kalimdor, prior to cata, just not as low pop as it will be due to blizz boosts .
i also dont recall the level range being nerfed back then either, nor the player carries being nerfed xp so dramaticaly. the barrier to carries back then was finding a player willing to help ya cause everyone was busy leveling their mains.
Honestly, I think every issue my group has run into with XP and anti-kite mechanics would be solved if Blizz just rolled out a simple hotfix that:
Prevented the anti-kite mechanics from applying to mobs in dungeons if every member of the party is below 70; and
For Vanilla dungeons, set the XP reduction for having a higher level party-member to a percent-based sliding scale after the normal nine (gray mobs) levels rather than a zero-sum deduction, i.e. If you’re 43 doing Cathedral, you receive no XP from grey mobs, but instead of your group also receiving ~0 XP, they get an incremental say ~20% reduction for every level you gain over that.
Naturally a group will outlevel a dungeon with a sliding scale approach, since once the majority of the group is higher level than the dungeon, they’ll opt to move on to the next one in that new level bracket for better XP gains from higher level mobs. But this way you won’t have people getting penalized for being 1-2 levels below their friends while grouping together.
The gradient degradation of XP from mobs is already in-game for personal mob XP from green/gray mobs. It shouldn’t be that hard to just invert it and apply it to your party members on a similar creep, rather than all-or-nothing as it is now.
And if it hasn’t been made clear, as someone levelling a tank right now, the 30-second timer anti-kiting change applying to at-level dungeons is just insanely dumb. Anyone saying they were trying to nerf mage solo levelling in ZF apropros of literally no indication by Blizzard that this was an issue they cared about needs to get me whatever they’re smoking. Pleaseeeee!
Addendum: IF they decided to start caring about level 42 mages in ZF in 2022, 17 years after I first levelled a mage that way, just add a “=if less than two players in instance” modifier to the anti-kite mechanic or some equally mundane solution. There is not a single reason in any thread I’ve seen that suggests that Blizzard intended for mobs to be anti-slowable after 30 seconds for 5 level 42s in ZF right now. Having two players in ZF makes the XP split to the point where it’s less effective than doing it normally.
My guess is there is a hard cut off per dungeon and if someone is over it then GG.
To that extent I was going to offer that said cap should be 1 level above that of the final boss, but according to wowhead RFD’s is 41 so you’re already being given more than that. I’m guessing the cap may be when the final boss goes green or maybe the delta is 8 levels between lowest and highest and 44 to 35 is 9. Ultimately there has to be some sort of cut off, and I wouldn’t say 9 levels is slight.
So IDK, from that viewpoint they are being pretty reasonable here. I think the bigger annoyance may be the CC immunity for appropriate level players. To me it kind of seems like these things shouldn’t trigger unless someone is in the instance that triggers the EXP nerf.
Just stop. The leveling experience hasnt been this amazing in ages. Just look at world chat? Its full of alts forming groups for things.
Overall the nerfs have had a huge impact on the quality of the game. Sure there will be few small cases where its not ideal but that is a small price to pay to end boosting
Poor mages and pallies… Looks like you’ll have to earn gold legitimately like the rest of us.
The obvious solution is to de-level everyone to the appropriate level and gear score for that dungeon. So when that group mate dings 44, he’ll be auto de-leveled to 41 until hey exits the dungeon.
This solves boosting and dungeon gold farming and does not impact the legit group expierence.
Blizzard has this technology. They use it in timewalking in retail. I imagine they are working on bringing it over to classic. The boosting nerfs are probably a temporary measure.
What is certain, is Blizzard will not go back to allowing boosting.
Two things can be true at the same time? Levelling feels great right now because there is a levelling community again. Levelling in dungeons is frustrating right now because the nerf had an unintended effect. All I’ve said in this thread is a tweak to the approach would only benefit the first statement.
And not that it even matters, but boosting is by no means “ended”. Trade is just as full of “WTS SLabs Boost” as it was last week.
JSYK I think a total of 5 posts in this entire thread are related to mages or pallies. I get it, the post was long, but even just reading the last 2 paragraphs woulda given you enough information to realize no one here is upset that boosting is being cracked down on. Everything has been focussed on how the implementation of said change has directly and quite negatively impacted levelling with a group in a dungeon. Others and I have proposed multiple ways to make slight changes to the change to remove those newly-imposed levelling group barriers.
People were hating on boosts and rightly so, but it’s a double edged sword. If there is ever a pre-nerf Vashj/Kt Scenario where player and guild attrition is real, good luck trying to find someone in guild to power level a tank or some class, without boosts. Boosts have saved so many guilds I know.
And if gold is so hard to come by now, players may leave. All in all, it’s starting to sound like a game that’s more my style lol. But I do wonder, if it’s in the best interest of the game staying alive.