What's with the random level 80 mobs in some of the zones with scaling mobs?

I got used to the majority of rares and a few other select areas being locked to 80 while leveling, but the funny thing is that it doesn’t really make much sense. The version of Khaz Algar that your first character levels through has unique scaling for that first time where every zone has its own level range. Why are there level 80 mobs in a version of the zone that no level 80 character is going to see? Because once you reach 80, every zone switches to ‘adventure mode’ and scales from 70-80 for future characters on your account.

The other weird thing is that some mobs also don’t scale even for future characters, which seems unintended for things like world quests. Good luck getting the exp from a world quest on a low-70s character where all the mobs are 80 lol

^ This

It’s been too damn long since zones have had actual legitimate threats that could potentially one shot you while leveling should you not be paying attention, and the few examples one could likely toss out are the sorts of things that are highly telegraphed beforehand, usually have some sort of special quest mechanic to deal with them, were world bosses that are obviously NEVER intended to be engaged alone, etc.

I have no doubt a fair number of us starting traveling around Dorn, saw a rare icon pop up on the map, and likely needed a couple moments to try and figure out what the hell just happened as we began our first corpse run of TWW.

You can either complain about a lack of danger while leveling, or complain about max level mobs unexpectedly one shotting you due to traveling into an area intended solely for endgame.

Pick one. You can’t have it both ways.

As for myself, I very much welcome this change.

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If it weren’t for the Nelf racial stealth, I would have died so many times because of those lvl 80 rares.

“Rare!”
(dive bombs right onto the rare and starts attacking)
(loses 75% of hp in one hit)

After the first few times, I learned to stop just jumping into combat and checking levels first.

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You may like the idea of other people getting one shot by something they had no chance of beating, not even with the help of RNG on the next try. Perhaps you like that a bit too much. Perhaps the devs like the idea that beating the playerbase (especially new players or those they see as low-skilled) gives them points in your eyes.

However, it’s not actually good for the game to ambush players and give them no chance to win a fight. Players actually like fair fights that they have a chance to learn from. Running into too many undetectable, unavoidable situations that are designed to be unwinnable makes people quit. People quit D4 because too many deaths came from something that was off-camera.

Another example: When they announced upcoming level scaling, there was a lot of discussion on this exact same topic. There were a lot of players like you who thought it made the world feel more dangerous. Many of them said they thought it would be a great thing, something they would like a lot, knowing that noobs were frequently getting stomped in the world completely out of nowhere.

I remember how the Fel Reaver and the elites in Un’goro Crater were before the change. If you saw them coming, you could quick hide behind a tree, unless you were stuck fighting something, in which case they would be attracted to your aggro and kill you.

They changed them. They made the Fel Reaver run rather than slowly walk, so you wouldn’t have a chance to kill that thing before getting away. And they made the elites in Un’goro Crater not draw on your screen until after they were in range. So players could see as far as the mountains in the distance, but the elites that were 41 yards away and heading right for them were invisible.

Oh, gee. They quietly changed that not long afterwards.

Just because you like something doesn’t make it good for the game.