Is not fully accurate. As I said, though you have done a good job on thoroughly ignoring.
I have already admitted that my numbers were off a bit, being ballpark estimates, but its not an exact split as half of 130 would be 65 not 60 and its assume the squish would be down to a new cap (come expansion) of 60.
No, no its not dude and that’s such a flawed analogy.
A more accurate one would be “If you go 50 miles at 50mph vs if you go 80.5 Kilometers at 80.5kmh are you going the same speed if it takes the same time to get there?” To which the answer is yes. Even though 80.5 Kilometers is the bigger of the two numbers it is relative and literally and exactly translates.
Its relative dude outside of a purely subjective view of “which personally looks better to me” to which, again, is absolutely subjective as some like bigger numbers and some like smaller numbers.
So then is 60 levels the same as 120 levels even if your relative power is the exact same? You changed the measure from MPH to KPH which is dishonest because we are comparing levels to levels and not a different method of measurement. So my question is if it takes you the same time (relative power) are you actually going slower going 25mph to get to a destination half the distance of a place you go 50mph to?
If you go from 120 to 60 is that an increase or a decrease?
You are vastly underestimating that psychological aspects of how players engage with a game.
What you’re saying is like “Why does does the player need to ding when they level? It doesn’t do anything mechanically!” No, it doesn’t, but it changes how leveling feels.
Having a player get his upgrades in a small number of large chunks versus an almost unnoticeable continuum gives a game a very different feel, regardless of whether the final character is mechanically identical. In general, people are motivated when they have goals to work toward and can see progress toward them. If the goals are too far off, they lose interest. If the reward for achieving the goal is too small, the goals start feeling meaningless. There’s a genuine balanced that an RPG needs to reach where the upgrades are frequent enough to keep the player engaged, but not so frequent that they become noise.
Assigning a new talent or skill is, itself, also an activity. So is changing out a piece of gear. These are things that players do in the game. They’re part of the experience itself. They’re not just a means to the end of making the character mechanically more powerful.
Because you can redistribute abilities so you actually get something in the later levels.
Because you could redistribute the leveling so you have more options to choose from.
Imagine 45 to 50 being bc wrath and cata and 50 to 55 being mists warlords and legion.
Because you could revamp and bring back the older talent trees again?
They haven’t mention a revamped talent system to go with a leveling squish. I think it is needed though if they are going to do this because it may make leveling feel worse even if it is perceived to be shorter due to 60 levels.
They could bring back spell ranks (powering up and replacing a skill when you level up). Rework the talent tree to either give us more talent points or more tiers. There’s a whole host of things they could do, other than fundamentally break the game.