Overworld Difficulty

New content is not quite as bad as old content insofar as equal level mob difficulty. Yes it would be more of an issue there, but I believe that still to be a small issue in comparison to the overall overworld ease.

From a business standpoint it makes no sense to remake the entire game for a small number of players who don’t actually use that content but think they might if that investment was made.

In any case, we don’t get options.

They have proven time, and time again that they fail miserably with scaling op. Item level scaling has already killed any sense of progression in this game in the open world. No need to make it worse, than it already is.

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I didn’t argue that. Re-read what I wrote within context.

Who wants to form a group for an extra challenge?

ā€œLFM for content that provides no extra rewardsā€

It’s not exactly content that people are looking for… though I understand what OP is saying: He’s saying he wants more of a challenge regardless of rewards. That’s fair…

I think instead of increasing hp’s and dmg output, they should also create non-scripted battles so that you must react instead of plan the battle.

Overworld ease yet when there’s one part of it that’s hard, people complain about it.

I would agree with this.

My recommendation is instead to add the option for the ability to adjust the existing scaling mechanic. This would just be the ability to tell the current scaling system to see my level higher than it is by a chosen amount.

This would be the current scaling system, just with the ability for me to choose to be seen as X levels higher than I am. There should be no change for better or worse in how the scaling system itself works.

I think you are greatly underestimating the amount of work that might be involved.

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Quite possibly, it’s easy to do that in instances like this. I would be curious to hear that from Blizzard if that is the case. That would certainly change the benefit to cost expectations.

In lieu of that set expectation from Blizzard, I do feel it’s reasonable to expect this wouldn’t be a major change just due to the fact that the primary mechanic already exists.

I think an issue that might arise with this, would be how the game interacts with other players in the same zone and vicinity as you, who might not have selected the same difficulty setting.

I know that enemies are supposed to scale to the level of the person facing them, but would something like this complicate matters from a programming standpoint?

Tired old meme I know, but you, and the friend should try out classic. You pretty much get what you are asking for there. Level 20 to 25? Move on to a higher level zone where the mobs are a few levels higher.

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Honestly I absolutely would if I could just bring over a couple things from Retail. I’ll hold back from detailing to avoid the risk of derailing conversation :stuck_out_tongue:

I honestly appreciate the good faith thinking on this relating to potential issues!

I don’t think it should complicate things in this particular way, just due to using essentially the normal scaling functions. Since it would just see me as say 35 instead of 30, it shouldn’t be more of an issue than actually being 35 near someone else.

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This isn’t really a problem. The world is mostly empty. If someone is running through AOE onshotting entire camps, then, so be it. They won’t be there for long, just wait until they’re gone and move on with your thing.

You should just go and try it. The lack of QoL improvements outside of character power are part and parcel to the experience.

The deathruns from far away, long hearth cooldowns, World Travel that you just need to consider before doing something because, face it, it’s going to be a bit of time.

That’s just as much part of the game difficulty as being underpowered against mobs.

Not all quests work the same way. It took years to get the bugs out of level scaling. How will this affect vehicle quests, some of which are still bugged since Legion?

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Wear only grey gear.

Thank you Quenya for trying to meet this goal with existing means, however, please consider this earlier post responding to a similar suggestion:

@Opalunaiya -

If I am level 30, and I tell the game to treat me as level 35, as far as quests or mobs are concerned, I would actually be level 35. The variable they reference would feed them 35, and they would essentially be ā€˜none the wiser’ metaphorically speaking. Very similar to being level 30 in a minimum level 35 zone, an already existing example of this mechanic at work.

Overworld stuff is tedious enough without it being difficult.

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That depends on your goal. If you’re shooting to get past it asap to get onto some other thing, then it makes sense that you just want it out of your way.

For others, there’s a world to explore and stories to immerse in. I don’t want to breeze through it, I want to feel it and take time with it. I don’t want health sponges, but I do want to have to consider what buttons to press when. A little bit tougher enemies would allow them time to do something I might have to react to before annihilation.

The beauty of this recommendation is that it would allow both of our preferred experiences without sacrifice.

Yeah, maybe. Barely see anyone in the world when I level as it is so I doubt it’d change too much.

But really it shouldn’t be any different than someone in Chromie time at level 45 rolling up to your level 50 chromie time mob and whacking away at it. Then again, IDK the last time I ever had assistance with a kill in the world outside of current patch content.

What makes you think I don’t use the content? I have plenty of alts and I’m working on a new one today. This is a QOL improvement I’d like to see in the content I mostly do.

I just don’t do it as often as I used to.

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