A lot of people want to play this with friends, but anyone who’s played vanilla knows that if you fall behind on levels, it’s very hard to catch up if the other person is still actively leveling. So once you form a gap, or if one of you starts late, chances to play together before endgame are limited, and having a level 50 run you through deadmines 1-shotting everything isn’t exactly exciting.
The ability to scale mobs up to a higher level already exists, so why not add it as an option to classic so that your higher level friend can do those dungeons with you, while still giving a challenge, rather than let them overpower it and just not scale the drops?
This also lets people get to keep their favorite dungeons current and make more of a pool of players to do stuff with.
You understand that concept means that you have to be on every time each other is on. Scaling the mobs gets rid of that. Scaling the mobs also keeps scarlet monastary as an option for fun for all the people who like that one.
Anything scaling shouldn’t exist in classic wow. If you want to play with a friend, level an alt with them. Or power level them with FFA loot enabled and watch their face light up as they loot all the cloth and gear for themselves.
I could see them do something like this eventually, but at the start, I would not want something like this. Back in the day, if you had a friend who started late, you helped them by helping them kill mobs in zones and dungeons. At least, that was my experience.
No, I do not want scaling of any sort. Retail exists to deliver that experience.
If two people want to keep their characters close in level, they can. If one levels up notably faster, they’re spending more time playing and that is a consequence. Of course, as long as the higher level player is willing to do stuff with UNSCALED mobs, what happens is they get less XP and the other player catches up a bit. Scaled mobs just mean the divide remains or widens.
(I’d also point out that some people find being run through a dungeon by a high level character fun. I don’t, but I’ve had friends who called on me to do just that because they loved all the extra XP, and I usually got things like cloth or enchanting mats depending on who I ran with.)
And… Mob scaling (specifically iLvl scaling) is one of the worst additions in Retail. It absolutely destroyed power progression, where you see progression only at max level, or at level caps. Terrible, terrible addition.
The idea behind its implementation was quite sound, but the reality of it? Just… No words to describe, it…took the soul out of WoW for me.
There is no perfect scenario where you and your friend(s) are always the exact same level, doing the exact same content. There also isn’t a solution for this, and there doesn’t need to be.
Scaling the difficulty up to match the OP friend that visits the dungeon with you? How does this make sense? So the mobs are scaled up to meet your tank friend that’s 20 levels higher than you… the rest of the group would be useless, likely wouldn’t even land a hit on the mob, and likely wouldn’t be able to heal the tank friend through the scaled mobs damage.
It’s really moot though. This is what you’d call a “first world problem” - basically, not a problem at all.
God no please, when i get to level 36, my leveling partner always stops playing for a bit so i just end up running lowbies through VC and it’s great just 4 shoting things and making new friends. Why would anyone want this?!
No, it would work exactly like it does on live. The way it works now is that damage is adjusted as a percentage of health. To a level 60 tank, that’s a level 60 mob. While he hits harder, to him, the mobs HP is also significantly higher. But to the level 20, that’s a level 20 mob.
Basically, imagine it like this:
The level 60 sees it as a level 60 mob with 1,000 HP and his attack hits it for 50. The mob loses 5% of its HP.
The level 20 sees it as a level 20 mob with 100 HP and his attack hits it for 5. The mob loses 5% of its HP.
That’s how it works on live now. Implementing it into classic but just not scaling the drops doesn’t alter gameplay, it only gives people an option to go back and do old 5 mans with the challenge of being current content again.
You better tell your friend to ditch their life so you can stay the same level or wait for them to catch up at 60.
There is a solution. Keep up or catch up at 60. This is not needed. Nor wanted.
Have u ever read anny of the posts made by blizzard about the classic wow project? No? Exactly, otherwise u wouldn’t waste everyones time here trying to convince others whit ridicilous changes that are never going to happen anyways.