Enemy health scaling is out of control

When leveling once i hit the later half I cannot survive multiple enemies at once. It is remix all over again. I have done this on a few classes some are better than others, but I don’t level outside dungeons mostly because of this. than once 80 with decent gear you can still barely feel any stronger in many situations

No its more the point about the feeling of progression, by having an enemy set to a single point, you can feel the progress, when everything is moving with you its much less so.

Don’t get me wrong, its not all downside, the upside is that you can level anywhere in the path/zone you desire. But the sense of progression is greatly diminished imo. You absolutely should feel more powerful with a decent upgrade of a piece of armour, but it barely does anything. Its essentially a 1% difference, if that.

The world mobs aren’t even dangerous, I’m pulling 7+ at a time and walking away with near full HP on my tank. So why bother making them last more than 3 gcds?

You’re defining the very problem I have with scaling. Regardless of whatever I do, whatever iLvl I achieve. The thing that took 10-15 seconds to kill before, still takes 10-15 seconds afterwards.

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Would suck if true, but I need to see some proof first. I haven’t seen this happen. The rare 80 elites have had ~8 mil health when I was killing them at 70, and they have exactly as much at 80 at 580 ilvl. Some elites have natively more HP than others, that’s not a scaling thing.

Think that might be because you aren’t pressing your damage abilities. Things took longer to kill when I first hit 80 than they do now because I do more damage relative to how much more health they got

Yep. This is the worst the game has felt in years. It’s been a few years but early SL felt like a bit of a chore with OW content. But DF? DF felt fine the entire expansion. You didn’t one shot everything and you didn’t have to do 2 raid rotations to kill an OW trash mob.

Level 75-80 already felt bad and then Blizzard “fixed the glitch” by making every level feel worse but hey it was “fixed” because 70-75 got nerfed harder than 75-80.

This just isn’t enjoyable. Everything takes too long.

100%. Blizzard absolutely optimizes to maximize time played before people give up. It’s engagement-maxing.

Here’s the WoW expansion cycle. A new expansion comes out. There’s excitement so people play. Blizzard thinks people are progressing too fast so nerf it. People get discouraged and stop. There are systems problems that don’t get fixed untilt he 0.1 patch. So the 0.1.5 patch feels pretty good (this happened with 10.1.5 and especially 9.1.5) and the last major patch feels great.

Think about how bad anima farming was in 9.0 vs 9.2. In 9.0 it might take you a week to get 1000 anima unless you really sweated it. By 9.2 that was an hour.

This will get fixed, either directly or by there simply being better gear. 11.1 will throw out 580-600 gear like candy, like BoE greens. By 11.2 it will be 640+ just for logging in.

I’m honestly not enjoying any of my levelling. Dungeons went from a 2-3 minute queue to 10+ minutes. For week 1 of a new expansion? Good job, Blizzard, on that one. Quests and WQs just feel like a chore.

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I just leveled a mage and it really doesn’t feel all that different than before the nerfs :dracthyr_shrug:

The majority of rares locked to 80 started out with 7.44m as their baseline, which is now up to 7.54m for my character. Which like I said, isn’t a whole lot especially compared to how much the ilvl’s helped me, but it does indicate that it’s present.

Similarly, the elite rares that started out at 49.6m are now up to 50.2. This is with a 574 ilvl!

I was quickly frustrated last night trying to do quests at level 77 last night. I have one at 80 already, but she’s only doing the main story line’. The level 77 (my main), went to Azj-Kahet to clean up side quests, and I was getting 2 shot on most of the mobs (resto druid).

In before “but questing in resto”, because THEY TOLD US THEY WOULD KEEP THE BAKED IN ASSISTANCE FOR HEALING IN RESTO SPEC…ok, fine, it was several expansions ago and I’m still the only one salty about it, but seriously, I was getting hit before even being able to get a rejuv off.

I understand that sentiment, since I agree that level scaling the outdoor world is kinda weird, even if it’s seemingly necessary in order for systems like world quests and outdoor events to function as meaningful max-level content.

At least for the very first character we level in an expansion, the scaling has level ranges for each zone. It’s perhaps too bad that we don’t have the choice to preserve that setup if we want to, but again it’s probably because of stuff like WQs that it wouldn’t really work in practice.

Although it’s weird that some stuff in each zone is still fixed at level 80 even while leveling, considering that once you reach 80 and start doing max level stuff the whole world gets scaled up to 80 anyway.

Do you have any screenshot evidence?

Which enemy exactly was giving you issues

Who’s got time to? I can’t even get a damage spell off without getting two shot in Azj-Kahet!

If you look back on the forums during DF there was the same whine. It went away after season 1 released.

*complaint. But I understand that you think everything is fine and are trying to easily dismiss the case by stating that it’s not a complaint but “whining”.

People just grasping at straws to find something to complain about pretty much.

Everything at the top right of Azj-Kahet, where you take 2 NPC’s to go look for the blacksmith.

It took me almost 40 min to do that whole quest line between waiting for the wagons to respawn and running back to my body. When I was able to try to kill things, it took forever.

It’s gone too far the other way. I only got 3 bubbles worth of experience in the hour I played last night. This is why I didn’t play the last 2 expansions. I don’t have that kind of time.

Scaling has sucked from the moment it was introduced, and will continue to suck.

It literally invalidates any character progression. It forces players into grouped content, and now forcing players to do more of it simply to get the Valorstones to be able to upgrade the gear to get to whatever the mystical break-even point of this expansion is going to be.

It’s there to make you continuously have to hit the treadmill. 11.1.0 will hit, and guess what, the scaling will be increased to whatever new arbitrary number will exist then. At which point they’ll have to buff up all of the starter gears iLvls, just to be able to meet their new arbitrary numbers minimum.

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I don’t currently have any screenshots, but if it works like it has in the past, it should be easy to obtain some by simply vendoring/deleting a single piece of gear and seeing the NPC’s HP change in real-time as I stare at it.

But in the absence of that, how much HP do level 80 rares have for your character? We don’t seem to have the same ilvl, which should mean there’ll be a slight difference in HP between the two of us. The difference should be larger in totality for the ‘group’ rares, but as a %-based increase it should be more or less the same.