Mob scaling has broken my will to play

Leveling should not feel like an endless grind.

4 Likes

Im finally 1shooting normal mobs with stormkeeper up but without it still takes to long still at ilvl 370 sigh but atleast thats something i can do now so not to bad anymore for me.

It doesnā€™t, you can level from 110 to 120 in just a few hours

Isnt there an item made by one of the proffs that stops you being dazed while mounted? Is it monel stirrips? Not on at the moment but Iā€™m sure thats the item I was thinking of.

If you get a decent rep in 7th Legion you get bind on account item that reveals all the flight paths you donā€™t know, I believe.

As for scaling, I like it. It was always stupid to have quests turn grey before you got half way through a zone. Now there is still plenty to do to gain experience as you level and questing is a lot more useful for that. Of all the things that might be wrong with the game atm, I donā€™t think scaling is one of them.

Pretty crappy game design if I feel weaker after leveling up (donā€™t matter how easy hard getting to a certain ilevel is) the idea of leveling is to grow and feel stronger than you were not weaker till you farm more gear.

*ex, Just as my hunter turned 120 I was killing some mobs at 119 no issues at all, then ding sent pet back in and it got 2 shooted, and i had to FD to live, same dam mobs I had just been wiping the floor with. (no other way to put it but bad design *even more so for a RPG game.)

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thereā€™s more to leveling than 110-120

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I agree scaling is bad. The higher geared you get the mobs stay the same. It doesnā€™t have the feel of your getting stronger by working hard to gear up. Your better off to stay 330ish as at 380 there is no changeā€¦ This is what I hate most about this xpc, that and the constant stuns.

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Only places i feel powerful are 5 man heroics and 3 islands that it and maybe LFR scaleing sucks.

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I played in Legion.
I remember being being lower level and asking other players why my DPS sucked in 5 mans while we were IN them.

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There is.
And in no common sense situation should a 110 be out DPSing a 120ā€¦except in Bizzaro world, assuming that gear level is the same.

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Blizzaro world :slight_smile:

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Scaling was needed and itā€™s fantastic. YOu do have scaling caps in lower level zones where you will eventually out level the content, but for the most part, it keeps every zone relevant. Itā€™s nice, you can start in a zone and stay there the whole time now rather than just grabbing a few quests and then popping off somewhere else.

On top of that, your gear is very intertwined with the leveling experience. If you do not have heirlooms then I suggest getting better gear. If you donā€™t have that option, then patience and perseverance is the only solution. Thatā€™s any MMO that requires that.

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I am very happy with the art work and zones. Itā€™s a shame that itā€™s been harmed by issues like scaling, class design, and azerite.

I was fortunate enough to be in the beta, and there were a number of us who said scaling was being implemented poorly. It still went live, and I suspect like many others have said that it was a miss-guided attempt to increase time played.

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I wouldnā€™t mind it so much if the scaling was not just a step or two behind our level progression, or if the scaling was actually the same from one zone to another, one dungeon to another, but it isnā€™t anywhere near it. Draenor is a good example of scaling gone whack, some stuff just falls over and other stuff feels like you are trying to kill a dungeon boss. And donā€™t even get me started on how out of whack the cata timewalking dungeons are.

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citation needed

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Scaling has pros and cons for sure.

One thing I donā€™t really like about it is that it substitutes what feels like natural progression for something artificial and enforced.

It also seems to have strange inconsistencies and there really isnā€™t any transparency with how it really works, especially in PVP.

But Iā€™m sure it makes things easier on the back end and like systems such as sharding, itā€™s not really going away.

How would dynamically changing mob stats on the fly between several different leveled/geared players be easier on the back end than just spawning a mob with static stats?

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I think youā€™re assuming I mean performance and thatā€™s fair because I wasnā€™t really clear about what I meant but ā€œback endā€ in this case is referring to development.

Clearly the developers as least thought it would be easier for them to use a scaling system rather than manually tuning everything.

What we got was a system that is definitely not without faults, of course.

I really like scaling - zones can now be done to completion and Iā€™m not ushered out at 25% done like I used to be. I can then pick the zones I want to do - which is really great. MoP in particular has been salvaged with this system as I really like the Dread Wastes. Only Legion is still hammered with Suramar being locked the entire xpac of content.

Iā€™m pushing up a new toon through the 60-80 period, which was a bad slog before this last patch. It feels a lot better now and Iā€™m going to do that whole 20 levels in outlands, which is awesome (I hate WoTK zonesā€¦ they are a mess of traveling around).

Iā€™m currently pushing up a rogue, an arms warrior, and a enh shammy and killing mobs has just not been a problem on any of them. It wasnā€™t either on my 8.0 pushes of a paladin and some huntersā€¦ shrug.

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I think your just a lazy player who wants everything handed to them.

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