What was the point of the level squish fiasco in time with expansion? You guys literally released a broken product. So many of your tooltips are inaccurate af.
Moderator: Edited title. Using words like Blizzard in your title to call attention to your post is a violation of forum rules.
Supposed intent: to make leveling less daunting to new players… or something. And also something about “to feel like you get something every level.”
What actually happened: The leveling is quicker up to 50, but absolutely tedious from 50 to 60, though that might be because of how boring leveling in SL is. Classes also feel a lot weaker, at least in comparison to leveling the past few expansions. And, oh yeah, let’s not forget that dungeons and raids from WoD, Legion, and BfA have horrible scaling issues.
They did introduce quite a bit of downtime in SL. When you turn in a quest you can’t just complete it and pick up the next one, you have to wait while the NPCs tell their life stories and then the next quest becomes available.
They wanted to cut down on the empty, meaningless “filler” levels where the result was basically, “DING! Level up! You get… absolutely nothing! =D”
Massive deadzones where leveling buys you no new abilities, no new powers, no upgrades to existing powers, and nothing but a few extra stats which don’t mean anything anyways thanks to dynamic scaling.
While the execution was a 24 hour Tommy Wiseau marathon and needed many more iterations and revisions for obvious reasons, at least the justification was better than the gibbering nonsense behind the repeated ilvl squishes.
Mostly. The only part I don’t like, or I’m doing it wrong, is just not having the option to bring a character up the old fashioned way; through all the expansions without out-leveling myself. (did that make sense?) Or even taking a character back to get achievements. Though I think I can do that… ??
That worked out well Where are these millions of new players( that many were expecting) that the squish was supposed to bring to this game? People fear big numbers also lol.
It’s more appealing to market, better control over rewards, and faster to level than 120, 130, 140 arbitrary levels. I think it could of been better done but they did the bandaid version.
I think scaling purposes is why it was done. Theres still way too many levels between new abilities and talents so it kind of failed miserably overall.