For sensible reasons, WoW has exponential scaling of new content. This causes number inflation which has to be addressed every several expansions by flattening NPC health and item levels for legacy expansions. This feels cheap, weird, and destructive. Something of value appears to be lost when previous expansions are flattened.
This can be avoided by making gear item level, and NPC damage and health, vectors, instead of scalars. You hide the scaling by tagging each mob and gear piece by the expansion to which it belongs, and applying power accordingly.
In this design, a piece of gear from Expansion 3 would give you its nominal power in Expansion 3 content, but an extra boost if you go back to Expansion 2. Conversely: a piece of gear from Expansion 2 would give reduced power in the next Expansion 3.
Instead of having gear item levels 1-300 (Expansion 1), 300-600 (Expansion 2), 600-900 (Expansion 3), you have gear item levels {1, 1-300}, {2, 1-300} and {3, 1-300}. Then you never reach item level 1000, and never have to flatten previous item levels.
Same happens to NPC health. Instead of having bosses range from 1 million to 10 million (expansion 1), 20 million to 200 million (expansion 2), 400 million to 4 billion (expansion 3), you would have:
- {1, 1 million to 10 million}
- {2, 1 million to 10 million}
- {3, 1 million to 10 million}
You would obviously not be able to tackle NPCs of {3, abc} with {1, xyz} gear.
I still remember when I started playing the game and the elite Icecrown Citadel item level was 264. Now I go back to that place, and the gear drops are item levels from some strange universe I donât recognize.
This can be avoided. Just mark that gear {3, 264}. Then I can still go to Icecrown with Midnight quest greens that are item level {12, 100}, and one-shot everything.
For the user, the displayed item level would not look like {3, 264} or {1, 100}. It would be displayed as â264 (WotLK)â or â100 (Midnight)â.
Instead of applying another stat squish, UNDO the previous stat squishes. Restore the original NPC health and item levels. Make them vectors instead of scalars, and apply power accordingly.