What´s your opinion of Scaling system?

Hate it. It ruined the game

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The was I see it is that it could have been a cost saving method so that they basically don’t have to balance anything that’s not max level content.

Blizz could have balanced the leveling for each zone so that players without heirlooms would outlevel the zone around the same time they completed the main story for the area.

But instead we got this one size fits all deal, and as many players have pointed out wasn’t well balanced like Wod for example, so they had to come back to fix it anyway.

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are you claiming that killing quest mobs is a “challenge”?

why would there be lack of enthusiasm?
do you hate it when your quest reward forges to epic?

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Not even sure how that can be implied from my statement but read it however you like. It can be easier to round up mobs and mow them down though.

yes, you can.

it’s amazing that so many people claim to hate this system, when they’re clearly not familiar with it.

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As an altaholic who’s level’d over 12 chars past 100 pre scaling to someone who’s level’d over 13 chars in the last year (with scaling) past 100 I can honestly say scaling is one of the best things they have ever done to leveling.

Also got 15 chars to 120.

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He took your implication and reversed it. You said “If I want a challenge, there are plenty of instance challenge modes in the game to participate in”

By that logic of comparison, the statement implies that you think that non-instanced mobs are unnecessarily challenging in this system.

Or, to put it in simpler words, “a challenge”.

you explained perfectly… but i didn’t reverse it, i took it at face value.

maybe i’m not caffeinated enough to make sense of forum posts right now :stuck_out_tongue:

I like it, it allows you to finish a zone in it’s entirety. At max level, it’s inconsequential.

My wording might be poor. The implications of it in another direction. Taken to a different point than she was trying to make, along the same reasoning.

Tha Beurla gu math cruaidh.

I feel hardly any motivation when expecting the possibility of a good gear drop, because it makes no difference.

That feeling when you finally get “that” weapon, or “certain color” gloves, “certain rarity” headgear? Meh. No matter if I get “epic” loot, or if my ilvl number skyshoots, the little rabbits, the wolves and the giant dragons out there will all keep taking the same ammount of hits or time to drop dead.

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I mildly dislike the mob level scaling, simply because it’s one more thing that makes the game feel less like WoW, and more like some other game. I don’t know, the feel was just all wrong to not outlevel areas. I certainly understand the appeal of it, but it just doesn’t feel “right” in this game to me.

I don’t do much open-world leveling, so it’s not a huge issue to me. I guess I’m somewhat indifferent to it.

ilevel scaling at max level, though? I can’t stand it. At this point in BfA, it’s kind of inconsequential, but early on in the expac, with ungeared toons? Yuck. I hated feeling weaker as I leveled. I hope they abandon that concept at 9.0.

This is factually incorrect. You scale significantly faster and harder than world mobs do.

Their HP increases at a slower rate than your relative damage output.

reading through the responses here, it seems like peoples problem isn’t with scaling…

they’re just missing their chronically op heirlooms.

And… that’s a legitimate want. They earned them. They were OP, and then taken away and made mediocre. It’s like if you bought a mount with a special ability…and for no reason Blizzard took that ability away and left you with just a regular old mount…

But Blizzard would neveeeerrr do the latter… never. They’re too nice to do something like that …

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But that’s in direct conflict with the demanding a sense of progression. If your entire leveling process is simply decked out in mostly BoA gear that is incredibly strong, and therefore trivialized the leveling process, where is the progression? As soon as you equip the gear, you start winning, and keep winning until you hit max level.

Now you can actually think “I just got a piece of gear, if I put this on will it be worth the slight drop in XP gain for an increase to power temporarily”

You can’t have the sense of progression and trivialize+remove all though from the process. They’re in conflict with one another.

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Progression is optional since that choice was given to Veterans that paid for the ability to be OP, non progress… whatever with heirlooms.

Intentions at Blizzard changed, and so they took the liberty to go over their customers’ heads and make a change that negatively affected their gameplay. It lowered morale for those who noticed.

It was something everyone earned and was taken away, essentially. I won’t go further into this topic because the thread is about scaling. I don’t want to contribute to de railing it… lest it get locked.

Scaling is a whole other conversation. I’m specifically talking about heirlooms only.

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You still have free gear that scales with you.
You still gain additional XP.
It’s still stronger than most gear per level.
I don’t really see the issue.

I don’t like it. I think if they are going to use it then it needs to stop scaling when you hit max level so you can feel more powerful. The open world should only scale up to 325 ilvl imo. Dungeons should scale higher and raids even higher then that. Every + of mythic should add 15 ilvl to it.

Really hate that I never feel like I’m getting stronger anymore. I feel like a fu$%ing peon they let have a weapon and not some up and coming hero.

Scaling = :poop:

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All facts except for the free part. But they’re selective facts and cherry picked, unfortunately.

What you’re not saying is:

  1. Heirlooms used to allow you to essentially 1 shot, or near it, most mobs up to 2-3 levels above you. Total time to kill was probably 3 seconds?
  2. Heirlooms almost allowed you to solo dungeons near your level.
  3. Heirlooms used to make it so dungeon runs were extremely fast, and a healer was almost not needed.

Whether this is good or bad, is not my place to say… but that is what people paid for to be able to do. Whether from gold or from justice point dungeon farming.

Now, with Heirlooms, power isn’t scaling much. You’re average, at best, against mobs. Normal time to kill is 10-15 seconds. Dungeons aren’t bad, but they are a far cry from running them with Heirlooms.

Blizzard kept their XP increase, but took away their power against NPCs.

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