Video proof of broken PVE scaling

08/25/2018 09:04 AMPosted by Brokeshield
A lot of false info in this thread.

Mob damage does not scale. So anyone saying that is wrong or a liar and can safely be ignored.

Mob HP only goes up 4% per 10 ilvls. Its utterly trivial. If your having trouble, its your fault, not the game. Some people just suck and that's never going to change. Can't design a game around the bottom 10% of players.


Unless someone else tags the mob you're fighting and then the health scales for two, and they don't always stick around to help take it down. Fights lasting longer means you take more damage. It's really not rocket science. Keep throwing shade though. that epeen...
08/24/2018 12:58 PMPosted by Watcher
08/24/2018 12:14 PMPosted by Becadiaf
Well geared toons from the end of the previous expansion have always had a very easy time in the first few levels of a new expansion. The scaling isn't broken, it's how the scaling should work. The only way for this to not be an issue is to remove scaling altogether. And it's a design choice that the benefits of scaling outweigh downsides like this.

Exactly.

The way the outdoor world functions in Battle for Azeroth is exactly how Legion worked, in virtually every regard. But looking farther back, an endgame-geared character from the prior expansion having a harder and harder time killing things as they level is how WoW has worked since its very first expansion, The Burning Crusade. As you move into new content, you face progressively stronger foes. If you aren’t replacing your gear as you level because you’re already overgeared for your level, then in relative terms you're going to feel weaker against same-level enemies.

Specifically, level 110 enemies are tuned to be a fair fight for someone who just quested through Legion and hit 110 wearing items along the way (average item level of, say, 160 or so). That's essential, or fresh 110s moving into Battle for Azeroth content would run into a frustrating brick wall of difficulty. But it means that if you are level 110 wearing Argus gear and legendaries (average item level of, say, 230 or even higher), you’re massively overpowered in relative terms. Easily twice as strong as someone who just quested through Legion and did nothing else. And that’s nothing new - that's power progression, and the reward for the time spent on Argus and elsewhere strengthening your character.

But moving on, level 117 enemies are tuned to be a fair fight for someone who is wearing quest rewards from level 117 quests. The same player above in Argus gear will only recently have started to find upgrades from quests, and is actually now wearing nearly the exact same gear as the player who leveled straight through without doing Legion endgame content. This is exactly how it worked 4 years ago when someone wearing Siege of Orgrimmar gear was wrecking level 90 enemies in Frostfire or Shadowmoon at 90, and then started to have a tough time against level 97 mobs in Spires of Arak at level 97. Higher-level enemies are tougher.

Again, nothing new. The only difference is that, since Legion, one Antorus-geared player may have started in Tiragarde Sound and steamrolled it at 110, before running into resistance in Drustvar at 117, while another Antorus-geared player may have started in Drustvar and had an easy time at 110, only to find tougher enemies at 117 in Tiragarde, depending on the order in which they each chose to tackle the zones. It admittedly can feel awkward to return to a specific dungeon or a specific area and find that the enemies there have effectively grown stronger while you were away, but that is what enables flexibility in zone choice when leveling, and makes the entire world relevant at max level, a core part of what made Legion's outdoor world experience successful.

The pre-Legion design, applied to Battle for Azeroth Horde content, might have gone like this: Zuldazar and Atal’dazar could be 110-114 content, Vol’dun and Temple of Sethraliss 113-117, and Nazmir and Underrot 116-120. That would likely have felt better in terms of rationalizing increasing world difficulty as you level, but it would have come at the expense of a more linear leveling experience, after which those zones would be largely irrelevant at endgame. We feel that the upsides of having the outdoor world continue to be relevant, and be a place where we can tell ongoing War Campaign stories and stage other content, for the months to come, are worth that increased awkwardness while leveling.

Finally, looking at the max-level experience, players are already objectively much stronger than they were at 110 in Legion. We’re starting to see random pickup groups going back and doing Mythic Antorus with ilvl ~330 level 120 characters, for achievements and transmog, and an ilvl 330 PUG kills Mythic Argus the Unmaker in about 5 minutes. Top raid guilds were doing it in ~9 minutes at 110 just a few weeks ago. There's no special scaling or legacy buff involved: People are simply stronger now than they were a month ago, when fighting the same old foes.

At max level, everything you do to upgrade your gear and the power of your Heart of Azeroth will make your experience playing the game relatively easier. We’ve seen no data whatsoever to support claims that a fresh 120 has an easier time with any content, outdoors or otherwise, than one who has improved their gear through doing dungeons and world quests and the like. A player in ilvl 330 gear is killing world quest foes more than 40% faster than someone who just hit 120 at ilvl 280, while having a much larger health pool (and, again, enemy damage output isn't scaling up at all). That relative strength will continue to increase over the weeks to come with every additional bit of gear and additional Azerite powers acquired.

Philosophically, we completely agree that progression is an essential part of an RPG experience. Rewards need to mean something, and their impact needs to be felt when playing the game. To the extent that we compromise that value in some places, it's never done lightly, and is always in service of a what we view as a greater benefit elsewhere (in this case, the ability to choose a non-linear path through zones while leveling, and having the entirety of the new world remaining relevant at 120, instead of just small pieces of it).


Ok, so how does a 120 get that gear without queing and fighting rng? Lvl 120 rares and WQs give 120 blues that have a lower ilvel than the level 118/119 greens we were wearing. That changes once you improve your ilvel a bit. But on what planet is a higher level BLUE piece of gear worse than a lower level GREEN. DId we forget how the colors/rarity system work in wow? Will raid gear be giving us insanely strong greys this time around? "OMG! Did you see Bob? He has the Vendorwand greatstaff of the merchant!!! How lucky is he? That thing has the lowest ilevel in the game and only has a 0.00001% chance to drop of the mythic +97392847238 raid boss!" Seriously, ya'll need to make 120 blue gear actually feel like 120 blue gear. Even if it's 2-3ilvl higher it'll at least start the forward momentum and give some semblance of improving.
08/25/2018 06:21 AMPosted by Witewulf
08/24/2018 09:33 PMPosted by Jalen

So you want content to become easier after 2 weeks.


When people put in the time and effort to improve their gear there should be a more noticeable impact in the scaling algorithm. It's not about the content becoming 'easier' it's that it feels extremely artificial that as I get stronger so do the wq mobs and an unrewarded pace. I understand people like you believe that it taking a while to kill a mob keeps content 'relevant' somehow but all it does it induce tedium and possibly make people not even want to bother.


I put in time and effort for my gear and I've noticed mobs dying faster. Having good azerite traits, 1 of 2 BiS trinkets and with warmode on so I get PvP talents makes killing mobs effortless for me.
Saving space, but replying to Ion's post
Well geared toons from the end of the previous expansion have always had a very easy time...


Ion, you're not wrong at all, but you also didn't reply to the issue being raised here -- the thread isn't about open-world scaling, it's about dungeons. You didn't even mention dungeons aside from giving them arbitrary levels to walk in their doors, which is exactly what we already have in BfA.
08/25/2018 09:58 AMPosted by Jalen
08/25/2018 06:21 AMPosted by Witewulf
...

When people put in the time and effort to improve their gear there should be a more noticeable impact in the scaling algorithm. It's not about the content becoming 'easier' it's that it feels extremely artificial that as I get stronger so do the wq mobs and an unrewarded pace. I understand people like you believe that it taking a while to kill a mob keeps content 'relevant' somehow but all it does it induce tedium and possibly make people not even want to bother.


I put in time and effort for my gear and I've noticed mobs dying faster. Having good azerite traits, 1 of 2 BiS trinkets and with warmode on so I get PvP talents makes killing mobs effortless for me.


Warmode shouldn't be mandatory but I do agree my rotation feels more complete with pvp talents which is another issue completely. I also bought a darkmoon trinket but it's for my main spec which magically increases my ilvl and thus mob scaling even when I'm in my offspec which has a much lower ilvl. You're also a hunter which has always been playing the game on ez mode but I'm not getting into that discussion.
I was already wondering why I felt that 3 mobs attacking me now were much harder than the last time, and I barely have 300 ilvl in 120. I love that the enemies increase their level according to your lvl, but this idea of doing it according to the ilvl It seems silly to me.
08/25/2018 10:14 AMPosted by Ärkonte
I was already wondering why I felt that 3 mobs attacking me now were much harder than the last time, and I barely have 300 ilvl in 120. I love that the enemies increase their level according to your lvl, but this idea of doing it according to the ilvl It seems silly to me.

If they didn't do it my iLevel it would either be extremely difficult for characters just reaching 120, or absurdly easier for characters that have been 120 for a bit and are well geared. My understanding is that it is supposed to scale so that while it becomes easier (at 120) while you gear it doesn't become trivial, at least not this early in the expansion.
Dropping my feedback here that I think the problem is haste related. Once I hit like 310+, everything started to feel so much better.

With azerite gear having no secondaries and haste being pretty sparse on leveling/early BFA gear for some reason, leveling from 116+ felt like a real slog and max level felt god awful until I got some gear.
08/25/2018 10:17 AMPosted by Yrag
08/25/2018 10:14 AMPosted by Ärkonte
I was already wondering why I felt that 3 mobs attacking me now were much harder than the last time, and I barely have 300 ilvl in 120. I love that the enemies increase their level according to your lvl, but this idea of doing it according to the ilvl It seems silly to me.

If they didn't do it my iLevel it would either be extremely difficult for characters just reaching 120, or absurdly easier for characters that have been 120 for a bit and are well geared. My understanding is that it is supposed to scale so that while it becomes easier (at 120) while you gear it doesn't become trivial, at least not this early in the expansion.


WQ should be trivial to those in mythic gear, even at the beginning of an expansion. CHallenging content for Mythic runner is MYTHIC Dungeons.

WQ content should be scaled to fresh 120s with no gear. It is their ONLY content designed for their playstyle.
08/24/2018 12:58 PMPosted by Watcher
08/24/2018 12:14 PMPosted by Becadiaf
Well geared toons from the end of the previous expansion have always had a very easy time in the first few levels of a new expansion. The scaling isn't broken, it's how the scaling should work. The only way for this to not be an issue is to remove scaling altogether. And it's a design choice that the benefits of scaling outweigh downsides like this.

Exactly.

The way the outdoor world functions in Battle for Azeroth is exactly how Legion worked, in virtually every regard. But looking farther back, an endgame-geared character from the prior expansion having a harder and harder time killing things as they level is how WoW has worked since its very first expansion, The Burning Crusade. As you move into new content, you face progressively stronger foes. If you aren’t replacing your gear as you level because you’re already overgeared for your level, then in relative terms you're going to feel weaker against same-level enemies.

Specifically, level 110 enemies are tuned to be a fair fight for someone who just quested through Legion and hit 110 wearing items along the way (average item level of, say, 160 or so). That's essential, or fresh 110s moving into Battle for Azeroth content would run into a frustrating brick wall of difficulty. But it means that if you are level 110 wearing Argus gear and legendaries (average item level of, say, 230 or even higher), you’re massively overpowered in relative terms. Easily twice as strong as someone who just quested through Legion and did nothing else. And that’s nothing new - that's power progression, and the reward for the time spent on Argus and elsewhere strengthening your character.

But moving on, level 117 enemies are tuned to be a fair fight for someone who is wearing quest rewards from level 117 quests. The same player above in Argus gear will only recently have started to find upgrades from quests, and is actually now wearing nearly the exact same gear as the player who leveled straight through without doing Legion endgame content. This is exactly how it worked 4 years ago when someone wearing Siege of Orgrimmar gear was wrecking level 90 enemies in Frostfire or Shadowmoon at 90, and then started to have a tough time against level 97 mobs in Spires of Arak at level 97. Higher-level enemies are tougher.

Again, nothing new. The only difference is that, since Legion, one Antorus-geared player may have started in Tiragarde Sound and steamrolled it at 110, before running into resistance in Drustvar at 117, while another Antorus-geared player may have started in Drustvar and had an easy time at 110, only to find tougher enemies at 117 in Tiragarde, depending on the order in which they each chose to tackle the zones. It admittedly can feel awkward to return to a specific dungeon or a specific area and find that the enemies there have effectively grown stronger while you were away, but that is what enables flexibility in zone choice when leveling, and makes the entire world relevant at max level, a core part of what made Legion's outdoor world experience successful.

The pre-Legion design, applied to Battle for Azeroth Horde content, might have gone like this: Zuldazar and Atal’dazar could be 110-114 content, Vol’dun and Temple of Sethraliss 113-117, and Nazmir and Underrot 116-120. That would likely have felt better in terms of rationalizing increasing world difficulty as you level, but it would have come at the expense of a more linear leveling experience, after which those zones would be largely irrelevant at endgame. We feel that the upsides of having the outdoor world continue to be relevant, and be a place where we can tell ongoing War Campaign stories and stage other content, for the months to come, are worth that increased awkwardness while leveling.

Finally, looking at the max-level experience, players are already objectively much stronger than they were at 110 in Legion. We’re starting to see random pickup groups going back and doing Mythic Antorus with ilvl ~330 level 120 characters, for achievements and transmog, and an ilvl 330 PUG kills Mythic Argus the Unmaker in about 5 minutes. Top raid guilds were doing it in ~9 minutes at 110 just a few weeks ago. There's no special scaling or legacy buff involved: People are simply stronger now than they were a month ago, when fighting the same old foes.

At max level, everything you do to upgrade your gear and the power of your Heart of Azeroth will make your experience playing the game relatively easier. We’ve seen no data whatsoever to support claims that a fresh 120 has an easier time with any content, outdoors or otherwise, than one who has improved their gear through doing dungeons and world quests and the like. A player in ilvl 330 gear is killing world quest foes more than 40% faster than someone who just hit 120 at ilvl 280, while having a much larger health pool (and, again, enemy damage output isn't scaling up at all). That relative strength will continue to increase over the weeks to come with every additional bit of gear and additional Azerite powers acquired.

Philosophically, we completely agree that progression is an essential part of an RPG experience. Rewards need to mean something, and their impact needs to be felt when playing the game. To the extent that we compromise that value in some places, it's never done lightly, and is always in service of a what we view as a greater benefit elsewhere (in this case, the ability to choose a non-linear path through zones while leveling, and having the entirety of the new world remaining relevant at 120, instead of just small pieces of it).


Here we go again, Another player shows video proof of their broken crap and we get a "Working As Intended" response.

110 w/219 iLevel vs Normal Waycrest Manor - https://youtu.be/fAdcJ0tT-zc

120 w/340 iLevel vs Normal Waycrest Manor - https://youtu.be/EuOdz8JoupQ

It should be the other way "Watcher", The 120 w/340 ilvl gear should be cutting through the mobs like butter and not the 110 w/219 ilvl gear, What's wrong with you?
You are the educated man here, Can't you see this? Do you get off looking down your nose at us players as if we are stupid?
Or are you just being a wolf that is trying to pull the wool over our eyes so that we won't see that it's actually "Working As Intended" in your eyes for you so that it takes players longer in end game content to make it look good on paper for you to show the board "Look At These Numbers" look how much more money we're making!

Also the "Mob Scaling" issue where the 2 players showed picture proof where the scaling was off but you guys tried to adjust the HP's but didn't do the math correctly and the scaling is still off; See below:

This first section is what the OP of the first "Mob Scaling" thread got the first time.

1.) Vanilla: Mob level 61 Health 3088
https://imgur.com/9urErjo
2.) Burning Crusade: Mob level 81 Health 5191
https://imgur.com/O0Lld9g
3.) Wrath: Mob level 80 Health 5059
https://imgur.com/vcVXCGU
4.) Pandaria: Mob level 90 Health 6519
https://imgur.com/d6gQ63O
5.) WoD: Mob level 100 Health 11228
https://imgur.com/gn7iMCB
6.) Legion: Mob level 110 Health 4332
https://imgur.com/qmN40Cv
7.) Legion (Broken Shore): Mob level 110 Health 5486
https://imgur.com/Bh7l5s0

This section below shows what the HP's are as of 6:30 AM 08-12-2018 after the adjustments werre made which shows that the HP's are still not scaled correctly.

1.) Vanilla: Mob level 61 Health - 2466
https://imgur.com/a/uo5oZqk
2.) Burning Crusade: Mob level 81 Health - 4097
https://imgur.com/a/NQIPp5L
3.) Wrath: Mob level 80 Health - 3963
https://imgur.com/a/ZTEI3Xg
4.) Pandaria: Mob level 90 Health - 5503
https://imgur.com/a/B6V1set
5.) WoD: Mob level 100 Health - 10061
https://imgur.com/a/E1bqhiz
6.) Legion: Mob level 110 Health - 4169
https://imgur.com/a/4S3rqSj
7.) Legion (Broken Shore): Mob level 110 Health - 5482
https://imgur.com/a/wCkJ8BA

What more proof do you Developers need? My God what is wrong with all you guys? Can't you see it?

It's as plain as the nose on your face!
08/24/2018 12:58 PMPosted by Watcher
08/24/2018 12:14 PMPosted by Becadiaf
Well geared toons from the end of the previous expansion have always had a very easy time in the first few levels of a new expansion. The scaling isn't broken, it's how the scaling should work. The only way for this to not be an issue is to remove scaling altogether. And it's a design choice that the benefits of scaling outweigh downsides like this.

Exactly.

The way the outdoor world functions in Battle for Azeroth is exactly how Legion worked, in virtually every regard. But looking farther back, an endgame-geared character from the prior expansion having a harder and harder time killing things as they level is how WoW has worked since its very first expansion, The Burning Crusade. As you move into new content, you face progressively stronger foes. If you aren’t replacing your gear as you level because you’re already overgeared for your level, then in relative terms you're going to feel weaker against same-level enemies.

Specifically, level 110 enemies are tuned to be a fair fight for someone who just quested through Legion and hit 110 wearing items along the way (average item level of, say, 160 or so). That's essential, or fresh 110s moving into Battle for Azeroth content would run into a frustrating brick wall of difficulty. But it means that if you are level 110 wearing Argus gear and legendaries (average item level of, say, 230 or even higher), you’re massively overpowered in relative terms. Easily twice as strong as someone who just quested through Legion and did nothing else. And that’s nothing new - that's power progression, and the reward for the time spent on Argus and elsewhere strengthening your character.

But moving on, level 117 enemies are tuned to be a fair fight for someone who is wearing quest rewards from level 117 quests. The same player above in Argus gear will only recently have started to find upgrades from quests, and is actually now wearing nearly the exact same gear as the player who leveled straight through without doing Legion endgame content. This is exactly how it worked 4 years ago when someone wearing Siege of Orgrimmar gear was wrecking level 90 enemies in Frostfire or Shadowmoon at 90, and then started to have a tough time against level 97 mobs in Spires of Arak at level 97. Higher-level enemies are tougher.

Again, nothing new. The only difference is that, since Legion, one Antorus-geared player may have started in Tiragarde Sound and steamrolled it at 110, before running into resistance in Drustvar at 117, while another Antorus-geared player may have started in Drustvar and had an easy time at 110, only to find tougher enemies at 117 in Tiragarde, depending on the order in which they each chose to tackle the zones. It admittedly can feel awkward to return to a specific dungeon or a specific area and find that the enemies there have effectively grown stronger while you were away, but that is what enables flexibility in zone choice when leveling, and makes the entire world relevant at max level, a core part of what made Legion's outdoor world experience successful.

The pre-Legion design, applied to Battle for Azeroth Horde content, might have gone like this: Zuldazar and Atal’dazar could be 110-114 content, Vol’dun and Temple of Sethraliss 113-117, and Nazmir and Underrot 116-120. That would likely have felt better in terms of rationalizing increasing world difficulty as you level, but it would have come at the expense of a more linear leveling experience, after which those zones would be largely irrelevant at endgame. We feel that the upsides of having the outdoor world continue to be relevant, and be a place where we can tell ongoing War Campaign stories and stage other content, for the months to come, are worth that increased awkwardness while leveling.

Finally, looking at the max-level experience, players are already objectively much stronger than they were at 110 in Legion. We’re starting to see random pickup groups going back and doing Mythic Antorus with ilvl ~330 level 120 characters, for achievements and transmog, and an ilvl 330 PUG kills Mythic Argus the Unmaker in about 5 minutes. Top raid guilds were doing it in ~9 minutes at 110 just a few weeks ago. There's no special scaling or legacy buff involved: People are simply stronger now than they were a month ago, when fighting the same old foes.

At max level, everything you do to upgrade your gear and the power of your Heart of Azeroth will make your experience playing the game relatively easier. We’ve seen no data whatsoever to support claims that a fresh 120 has an easier time with any content, outdoors or otherwise, than one who has improved their gear through doing dungeons and world quests and the like. A player in ilvl 330 gear is killing world quest foes more than 40% faster than someone who just hit 120 at ilvl 280, while having a much larger health pool (and, again, enemy damage output isn't scaling up at all). That relative strength will continue to increase over the weeks to come with every additional bit of gear and additional Azerite powers acquired.

Philosophically, we completely agree that progression is an essential part of an RPG experience. Rewards need to mean something, and their impact needs to be felt when playing the game. To the extent that we compromise that value in some places, it's never done lightly, and is always in service of a what we view as a greater benefit elsewhere (in this case, the ability to choose a non-linear path through zones while leveling, and having the entirety of the new world remaining relevant at 120, instead of just small pieces of it).


Working as intended. I don't care if it's intentional or not it's horrible and bad.
I can plow through a WQ at 340. The issue is that at 110, I could plow through an entire instance. Solo.


Are you comparing gear levels? At end of expansion I could solo mythic zero's with ease.
08/24/2018 12:58 PMPosted by Watcher
Exactly.
Exactly - NOT! Blizzard needs to stop being lazy and scale to iLvl not Level for those lower than max level - this would solve the issue and create a much more consistent feel reducing the effects of becoming weaker the higher level you get - until you reach a certain ilvl.
The whole game feels broken and not fun to be right now. As I get gear and become mythic geared I can not solo things I was able to solo 1 level ago? Do I have to be at the end of the final raid tier before I feel powerful again. The whole reason this scaling doesn't work is because of the old legos and artifact weapons actually made out toons way stronger than they are now. Now we are gimped versions of our classes with less skills and abilities but have to deal with a scaling that was based on us having them in the first place.
08/25/2018 09:56 AMPosted by Bobthenecro
Ok, so how does a 120 get that gear without queing and fighting rng? Lvl 120 rares and WQs give 120 blues that have a lower ilvel than the level 118/119 greens we were wearing. That changes once you improve your ilvel a bit. But on what planet is a higher level BLUE piece of gear worse than a lower level GREEN. DId we forget how the colors/rarity system work in wow? Will raid gear be giving us insanely strong greys this time around? "OMG! Did you see Bob? He has the Vendorwand greatstaff of the merchant!!! How lucky is he? That thing has the lowest ilevel in the game and only has a 0.00001% chance to drop of the mythic +97392847238 raid boss!" Seriously, ya'll need to make 120 blue gear actually feel like 120 blue gear. Even if it's 2-3ilvl higher it'll at least start the forward momentum and give some semblance of improving.
I get this is all just a rant, but WQ gear does not give less than 118/119 greens. I was 290ish when i dinged 120. WQ upgrades were 295, then as I approached 295, 300. Then I ran some dungeons and jumped to 305 where the WQ gear was now offering 310 with 315/325 azerite gear.

Yes, if I was killing rares, they still dropped 285 blues exactly as I would get sub 120. But I'm fairly certain that like Legion, they only drop once off the rare and the only time to ever kill it again is if it's a WQ. So, unlike I was told while leveling this hunter, kill all the rares you see while leveling as the gear doesn't get better at 120. Honestly don't know where that rumor started, but since my leveling partner believed it, I couldn't kill the rares either. All my alts that I've been working on more than this hunter kill everything they see except those world bosses I sometimes accidentally hit and need to run from.

On the flip side... what ever happened to ilvl will be an upgrade? I'm sitting on several 315 & 325 rings & trinkets and even bracers and boots I can't equip because they're not an upgrade. This part doesn't feel good at all.
08/25/2018 10:47 AMPosted by Berrye

On the flip side... what ever happened to ilvl will be an upgrade? I'm sitting on several 315 & 325 rings & trinkets and even bracers and boots I can't equip because they're not an upgrade. This part doesn't feel good at all.


I know that feeling. I just got a 340 trinket that's not an upgrade at all yet it will be factored into my ilvl for scaling unless I destroy or vendor it. Not good design at all.
Level scaling makes sense so you're always getting max mob and quest xp to speed you to 120. ilvl scaling to keep you leashed for getting more powerful is dumb dumb dumb. I think Blizzard just tried something new the younger version of themselves would have instrinsically known was bad for gameplay because they're bored of WoW and are at the point where all they can do is try to reinvent the wheel. This and removing autoaccept plus their long incoherent reasonings trying to defend these awful decisions = game developers in midlife crisis mode. "Houses are usually built on foundations, but this time we decided to build them upside down so they are supported by the point of the roof. You think it's silly but you're wrong, and here's why:

*VOMITS ALL OVER MANY CONSUMER INTERACTION MEDIUMS*"
08/25/2018 10:21 AMPosted by Brewenor
08/25/2018 10:17 AMPosted by Yrag
...
If they didn't do it my iLevel it would either be extremely difficult for characters just reaching 120, or absurdly easier for characters that have been 120 for a bit and are well geared. My understanding is that it is supposed to scale so that while it becomes easier (at 120) while you gear it doesn't become trivial, at least not this early in the expansion.


WQ should be trivial to those in mythic gear, even at the beginning of an expansion. CHallenging content for Mythic runner is MYTHIC Dungeons.

WQ content should be scaled to fresh 120s with no gear. It is their ONLY content designed for their playstyle.


We'll just have to disagree, because I don't believe WQs should ever be completely trivial to any character.
08/25/2018 11:17 AMPosted by Yrag
08/25/2018 10:21 AMPosted by Brewenor
...

WQ should be trivial to those in mythic gear, even at the beginning of an expansion. CHallenging content for Mythic runner is MYTHIC Dungeons.

WQ content should be scaled to fresh 120s with no gear. It is their ONLY content designed for their playstyle.


We'll just have to disagree, because I don't believe WQs should ever be completely trivial to any character.


If you outgear the base difficulty design they absolutely should be. I remember scaling was the main reason people hated Oblivion (next to the leveling system), but WoW does no wrong!
08/25/2018 11:17 AMPosted by Yrag

We'll just have to disagree, because I don't believe WQs should ever be completely trivial to any character.


Tell that to the wq rewards