I’m not suggesting we make Hardcore retail, but what playing Hardcore (I never got hit with the classic bug until now) has made me realize is that the world is a scary place.
I’m level 12 running in westfall and there is a level 19 Dust Devil that will murder me if I get too close.
I’m level 18 in the barrens and if I kill this kodo it will drop an item to start a quest that will give me a good reward
I fly over the Searing Gorge on the flight from SW to IF and there are “??” level spiders below me.
All of these things make the world seem bigger. I have to level up to explore more. I’ll come back for this quest in a level or two when I’m stronger.
Since Legion, we have had zones that level with us, when we level up, so do all the mobs around us. Yes, it makes the story flow. Yes, it gives “options” of where to take your story - but this was much less… “free” in DF & SL than it was in Legion & BFA. This is even worse when levelling new characters IMO. I get why the change was made - more effective XP throughout the levelling journey, but I would ask - At what cost? The world feels less vibrant for it.
With 11.0 presumably being announced at blizzcon in a few weeks, I hope this will be considered - make the world a world again. Having mobs be stronger/weaker than the players is fine. Level scaling was bad for the game IMO.
(The one exception I will make is that having mobs scale in dungeons is good as it allows for faster queue times and replay-ability, I’m just talking about the open world)