I assume you’re coming at this from a PvP angle? Making everyone essentially the same in PvP is a debateable answer, but not necessarily wrong. Iirc that’s how GW handles it.
I think that hp tied to gear kind of misses the point since some of the increase is tied to borrowed power gameplay systems in addition to gear scaling (or both, in the case of artifacts and azerite items tied to specific gear slots).
My overall problem is that the scaling in general is far too drastic and I don’t see Blizzard changing it. I had 2 lvl 120 warriors in patch 8.3 during BfA - one was a fresh lvl 120 horde alt at ilvl 300-ish with no essences and the other was my ilvl 475-ish alliance main. The fresh lvl 120 felt awful to play and I couldn’t stand playing him. The ilvl 475 main felt pretty good to play, but that was after a lot of grinding, M+, and eventually heroic raiding. 2 toons of the same class at the same level shouldn’t feel so drastically different to play, but that’s what happens with the way that things scale from one patch to the next in WoW. Some of it was a significant amount of gear scaling, but a lot of it had to do with not having the right azerite pieces and a lower neck level. Catch up mechanics helped, but not enough. Getting a higher azerite neck level gave a massive amount of stamina that added tens of thousands of hp, if not more.
It is good to have some power progression in an RPG setting, but it doesn’t need to make gear from the previous patch almost obsolete. The devs can scale back scaling significantly and still give a feeling of power progression, but their design philosophy would need to change. They seem to want to highly incentivize playing only the most recent patch content and they do that at least partly by adding significantly better gear. As long as they want to funnel players into the latest patch content only, I don’t see it changing unfortunately.
mmm getting 1 shot by a single mob seems more like your hitting an elite/world boss which is supposed to be group content and/or you dont know how to utilise your class survivability or spells.
Either that or you have level 10 gear on. Like everything there is mechanics with mobs, its casting a ground effect or frontal, move out of it or interrupt it. Use your void walker to tank it and stand outside the range of attacks, you shouldnt even be taking damage with a pet class.
I disagree with your solution of not tying HP to gear, but I appreciate the sentiment. The first thing someone thinks when they level shouldn’t be, “Okay, now I’m going to have to start burning my cooldowns for a few days.” I wish levelling made you feel more powerful, not less.
We should get 1hp per level. So we should have 60hp. And mobs should hit for like .76, 1, .35, 9000.
Bad idea is bad
This is like the plea of bad players.
Someone doesn’t get referencesssssss!
Bad idea is still a bad idea.