Level scaling makes leveling boring

Boredom is on you and serves as no meaningful argument. You can’t make a case about anything when you say that you are dullheaded.

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Do you know that sounds super childish? It sounds like you are saying you shouldnt have to put in any work.

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Levelling is boring either way. The way it currently is lets you choose any zone at any time. Pretty good IMO.

If i had to choose between expansion zoned levelling like MoP vs this, this anyday.

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Scaling just makes it so there are more options. I get why people don’t like it. I don’t like it either, but I realize that it’s better than the alternative. The old method meant you had fewer choices. You had to progress through a very static method of leveling. Unless of course you just chain-ran dungeons in LFG.

I think it would be nice if they opened up more options for leveling. Things like delves in the old world. PvP BG dailies, and weekly goals. Maybe, a gathering meta with turn ins for resources. Crafting objectives. There are a variety of ways to incorporate more means of leveling besides questing.

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Sadly they kneecapped professions while leveling. Alot of them still have forced level requirements.

I do have to say one part of classic I am liking is just how much of a splash your profession actually makes.

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I agree. There’s a lot of value that can be brought into the game that’s just being left on the table.

Instead of making professions worthless for the majority of the game, there’s a lot that could be done. I’ve gone these rants before, but with a little imagination, it’s easy to see how they could be more relevant without being OP.

Something like fishing and cooking could be made into a consumable leveling buff that players could make once a day.

Skinning could be used to convert items into blankets for rested XP buff. Leatherworkers, Blacksmiths could take common items and break them down into valuable buffs for crafting leveling gear. Say like taking a common white item and making it a non-repairable leveling piece that lasts a day /played but offers really good stats. This gives a reason to go out and collect things, but also to level the profession so it keeps the player geared with usable leveling gear. Could have various perks for leveling. (Mount speed buffs, resource recovery, etc.)

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I do like those ideas - Honestly even if they just remove the level requirements it would go a long way.

So E.G: Worgen starting zone (when it extends) actually gives players all the tools they need to start making greens. A new player won’t get to actually blacksmith themselves armor because system won’t let them (I think it says they need to be level 30 to make a level 10’s armor?)

Aside from power scaling at certain twink levels (and lets be real people will STILL do this on level 10s anyway) there’s zero downside to this.

Agreed. There’s always going to be someone trying to game the system, but that’s also a good thing. It means there’s something to game. If we take away all the tools from players because we’re afraid they’ll abuse them, then we’re not serious about world building.

I just don’t like the idea that the end game is the only thing that seems to matter. There’s a lot of potential to keep players involved along the journey. Heck, even pet battles can be relevant. It just requires a little imagination.

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Totally agree, its like the mobs are gaining exp. Maybe there is an alternate universe where Mobs are playable and WE are the NPCs…

But seriously, I wanna level up and kick butt…its what made remix so fun.

I think I’ve come around a lot from the old days of wanting leveling to be a tedious slog-fest to smashing and looting.

I would like to see some nuanced intermediary content for leveling though. Delves could fill the gap for the solo leveler seeking a ‘bit’ more challenge. A difficulty slider would be cool. Something in the faction capitol that players could move if they want a bit more challenge.

There’s also the option of socketed gear like MoP-remix. Tie that in with professions and a gem exchange type of system and you’ve got a lot of potential.

Maybe they should remove scaling but make most things unsoloable (screw you red underline, that IS a word… I think) at first so people grab another player to help and might just make a friend and make the game a bit more sociable again.

The game is like being in an elevator with 12 strangers, nobody talks or gets to know one another, I’ve been in some full guilds and don’t see green letters for days.

Maybe making questing soloable (sigh) is part of the problem and SHOULD require another toon or 2.

Perks of looms lol.

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Be the first to talk. I’ve discovered most don’t want to break the silence, but don’t mind talking.
Many of my tw runs, I’ll stick with the same random 4 and we’ll be talking and joking.
Same with leveling dungeons and lfr.

Its how Ive always had a capped friends list.
Sometimes people just need you to be the social butterfly.

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I hate level scaling too. I understand why they do it in both old and new content, but it is super boring and feels especially awful when leveling up in a new expansion.

They kind of work together though!

If leveling didn’t scale and it was harder… you would defintely notice when those mobs that used to one shot you are a faceroll now that you’re a few levels higher. Not that people spend as much time in a single zone a they used to. But still. I think people miss this.

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I get that.

I bought the expansion last week because is was 50% off. I put a BM hunter thru first, and it felt like it took a really loooong time to level her compared to all the other expansions - it took me 5 days to level!

So, for the next character (WW monk) I recorded her “played” time (/played) before and after I started her leveling, and iIt took me 24.3 hours to level her! Now, I should mention I don’t do any group content - I’m 100% solo here.

For people who can only play maybe 3-4 hours a day because of work, school, and life commitments - that would mean it will take them ALL WEEK just to level one character. I suppose if you do group content it might be quicker? However, I did do a number of Delvs, and they helped a bit with gearing.

My opinion: I find TWW lacking “fun” as its depressing, gloomy, and tedious .

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Maybe make old professions something that adds to the new player housing.

You are being funny and sarcastic, right?

And, don’t you get a boost of some kind when you buy the game? I really don’t know, I have three of them on my character creation screen.

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Are we talking about classic or retail?

Honestly, I’d love a woodworking and timber harvesting profession. It might sound sappy, but I’d love the ability to build my own home in game. I know it’s beyond the scope of WoW’s system, but a construction game would be pretty fun IMO.

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Because they never made leveling hard, just annoying. Mobs getting stronger and you get weaker as you level just makes killing mobs more annoying and unfun, there’s no challenge what so ever.

If you consider making mobs more health inflated as you level a challenge then you wouldn’t last a second in mythic+