The idea Iâve been kicking around in my head is to do separate leveling and gearing for every expansion and just scale them all the same.
So, for example, you squish levels back down to 60 with 1-50 being vanilla or âcore contentâ.
When you hit the core level cap you are level 50 in all vanilla zones.
When you enter an expansion zone, you track your level in that zone from 1-10 starting at level 1, and all expansions start and scale the same. So if you enter TBCâs outland after hitting 50 in the core game, you would enter TBC at TBC level 1 with all gear scaled to a minimum ilvl for TBC zones.
By the end of TBC you would be TBC level 10, with whatever gear you earned along the way.
If you then went to Cataclysm, you would be counted as Cata level 1 upon entering a cata zone, with all gear scaled to entry level cata ilvls (the exact same ilvl as entry-level TBC). If you went back to TBC, you would immediately become TBC level 10 upon re-entering any TBC zone with all gear scaled back to your TBC ilvls.
The complicated part:
Gear would be tracked by slot, by expansion, and all visible gearing would be handled through transmog. So if you get awarded gear and equip it so that it becomes soulbound, your effective ilvl for that slot would become equal to the ilvl of the highest piece you had ever soulbound in that slot, in that expansion. With all expansions tracked separately.
Advantages:
Scaling would cease to be an issue as every expansion would scale independently of every other expansion. You would start every new expansion at the base ilvl of a fresh level 50 character, and would end an expansion at level 60 with a raid-tier based ilvl.
Content would widen because all expansion content would be scaled the same. While you would want to try to concentrate all players into current content, thereâs nothing stopping people from hitting up older expansions as all old expansions would be scaled the same as the current expansion.
'mog hunting would become a community event instead of something you did alone encouraging more people to join communities and interact with other players.
Disadvantages:
'mog hunting would become a LOT harder as out-leveling content would be literally impossible.
Solo-farming old instances would be impossible.
Timewalking would have to be completely re-designed and re-built from the ground up.
It would be necessary to corral players into the most recent content. The widening of content would risk spreading out the playerbase to a toxic extent. Iâm not sure how you could do this.
Other Ideas:
I would re-design talents and abilities so that you received new ones every expansion. 2 talent rows, and 3 abilities.
The two talent rows just get tacked onto the end of your core talent trees.
Of the 3 abilities you learn you can âslotâ two from the current expansion, and any one ability learned from any other expansion. And yes, your first expansion would only allow you to slot two abilities. This would allow for variety AND flexibility, and would also allow the devs to keep giving us new toys to play with without having to worry about bloat to the point that they prune the classes to death.