Why Is Leveling Scaling So Bad?

Ok I get it. Not top priority but come on guys…it really is not good at all. It’s a world where a level 10 can quite literally double the damage of the entire group and quite frankly could solo the dungeon meanwhile as you level up you get progressively weaker and in your upper 60s you become weak enough to where mobs will actually pose somewhat of a challenge if you do not have heirloom gear or any of that. It goes without saying that this is a horrible feeling and I think a bit more effort could be put into scaling.

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This has been a thing since legion? Basically the way power scaling works is you are strongest at level 1 and steadily get weaker and weaker until you are at your weakest at level 70. Only once start gearing up at level 70 do you start working your way back towards the strongest power level of a level 1 character.

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I mean…things are supposed to get more difficult the further you progress.

The closer you get to max level, especially in the 60-69 bracket, the more your stats start to scale to what they’re going to be when gear is the determining factor in character power level, not exp.

I assume that low level characters perform better in dungeons to make up for the fact that they don’t actually have access to their spec’s full toolkit. Since they can be grouped with basically anyone 10-60.

I have disliked scaling since it was made. I much preferred having everything a hard, definite level. And zones that you couldn’t just go at any time.

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Admittedly some of it is due to how people build their characters.

If you stick to level 10, get a pustle that scales insane and farm dungeons till full Warforged gear you’re essentially twinking a character.

You can twink at most levels and do great damage also.

If I think of the complete opposite and say you did a pittance of a damage at level 10 dungeons would feel significantly worse and would resemble what the start of FFXIV kinda feels like (aka few skills and slow kills).

If someone min maxes at level 10 and gives my characters a free carry I’m down for it because I’ll have 3 other dungeons anyway which go much slower.

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I think this is one of those things that they don’t realize how big of a problem this is, and what it will lead to. A lot of us know that new expansion feeling. You’re cooking with gas at, like, 60. Ripping through mobs with no problems. Midway through the expansion, you can start feeling things get a bit rougher. It peaks at 70, then you get some gear, and you get back to your normal power level. That’s fine and dandy. Expected.

But the hurdle starts coming in dungeons, I think. When it gets to the point where you don’t actually need to pay attention to your group for group activities, that kind of starts setting a bad precedent. There’s no way people are going to really learn certain mechanics or how to do things if there’s some level 10 or 15 wearing warforged draenor socketed gear, obliterating things before anyone else can touch them. Especially if they’re moving way ahead of the group.

I don’t know if other people have had that experience where if you stop to loot a mob, by the time you look up, your party is waaaay in the distance. That’s not terribly fun.

They do need to do something to normalize things a bit more. But that’s for dungeons, specifically. If you’re off questing, or doing scenarios, or islands? Sure, go nuts. But…I agree that they need to look at this situation with a bit more scrutiny.

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It was more fun and dangerous then if you ventured to those harder areas. Once Bliz got their foot in the door saying just try level scaling… and look where we are now.

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The scaling is the scaling.

The problem higher up is that your gear does not keep up. Lower level, that’s less of a problem (you have baseline gear and baseline scaling). But since you tend to level “past your gear”, you get “weaker and weaker”.

It’s not a “scaling” problem, per se, it’s a gearing problem. You scale, the mobs scale, but the gear does not, and you don’t get enough of it.

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Scaling is antithetical to the mmo-rpg genre. It was just apathetic developers making their jobs easier. The imp will tell you how to play.

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Except it made their jobs harder since they had to implement features like Chromie Time. You know what happened before Chromie Time? Level brackets would be completely dead because your only options would be like Scholo/both Strats/Dire Maul or something absolutely awful. Now instead of that you can get thrown into literally any dungeon at or below you in any expansion DRASTICALLY reducing queue times.

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Ya plus i thought it was cool having those experiences like going into the deadwind pass, seeing the warning sign, and then getting annihilated by the spider under the bridge.

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its so weird that you care about damage in irrelevant leveling content.

Are you jealous of the level 10’s huge epeen

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Having zones you couldn’t go to was great, gave a sense of danger.

Having zones go grey however sucked.

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not everything is perfect but i still prefer the old way. Was a bit frustrating running into the issue of farming VC for that sword as a rogue. If it didn’t drop, eventually youd get to a point where you outleveled the dungeon and would be a detriment to other players xp. And that sword lasted you almost to lvl 30-40

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I like it.

at 10 you have 2 spells and god powers.

its really a lot of fun and if I get in dungeon with a twink I just run with it, literally.

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gone are the days of looking in quest log and seeing:
red
orange
yellow
blue
green
grey

now:
they are all the same

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it is exactly this, a low lvl can’t provide anything but numbers, and even then they can only do so with a small subset of abilities so the number for those abilities are through the roof to try and offset the fact that you have few heals, few damage ability and for tanks few damage mitigation tools at your disposal

as you level your class opens up, while yes the numbers and thus clear speed go down the actual ability to safely speedrun content ironically goes up

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Stop being a snowflake. Look at it as not you getting weaker but the enemies getting stronger. Fixed the problem just like that.

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I always wonder how people with no prior knowledge of rpgs or worse “”advice”” from friends who had played WoW ever would react to retail leveling these days.

I am talking brand spanking new tabula rasa players.

Because for me both old and new leveling feel laborious the first time doing and tedious every time after that. Always been more interested at just being max level and being done with that component of the game.

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no it isn’t.
while leveling has been the standard for a long time, the primary thing that should be the focus even in an MMORPG is the RPG aspect.

even in games where grinding levels is actually a big part (DDO and FFXIV’s multi class system, or games akin to them) it’s still just a chore to get to the parts that exist for proper fun and RP

if your MMO or game’s focus is actually on the leveling and scaling harms it in any way, your game is designed like garbage.

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