Why Is Leveling Scaling So Bad?

the only one that needed to go

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I started my own leveling challenge - I leave a zone as soon as I am within its leveling bracket. For example, I go to Loch Modan at level five and leave for the wetlands at level 10. I am facing Mobs about 5-10 levels higher than myself and I find it makes a much more compelling leveling loop.

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So Classic WoW which had 5-6x the subs we have now was garbage? Yeah, okay.

I don’t need the leveling to be long but I do need it to challenge me a bit and help me learn the game. Right now it doesn’t do that. Even in white gear you are wrecking mobs until the 50s and 60s with little effort or fear of death.

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yes and no. quest completionists want to finish all quests in a zone, regardless of experience gained or given (at least it used to be that way - until scaling was added and changed things drastically).

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A. it shares a sub

B. it isn’t due to level scaling or lack thereof. it is a difference in actual game and world design where content poses a real risk, and classes haven’t been homogenized

C. atm the population is skewed in favor of retail, not classic (combined).

which has nothing to do with scaling, even prior to scaling being introduced it had become rare that anything in the world was a challenge, and even warriors since cata have been capable of handling most group quests by themselves

you’re conflating 2 very…very different issues

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You’re dense. Classic WoW (2019) didn’t have 5-6x the subs. Im talking about Classic as in Vanilla back in 2004-2009. The subs have never come close to those numbers and one of the major changes was changing the philosophy from a big world and a journey into all end game all the time

Hence being able to remove gear and getting a faster ttk.

classic wow isn’t 2004-2009. TBC launched in 2007 and corresponded with a massive spike in subs that continued yearly until the end of wrath and then it subsided and went down.

and putting that down to

is pure ignorance and arrogance, MMOs, esp those with a sub fee haven’t aged as a business model well, even OG’s with more dedicated fanbases like EQ and UO have struggled to stay alive, and most have ultimately went under.
it’s not a particularly viable market

it’s not just missteps, this is a genre of game where lost subs are rarely recovered in the same numbers unless there is a major draw

and it wasn’t blizzard that changed that philosophy, the world stayed relatively flavorful until recently, people just don’t interact with it and the content ceased to be difficult as they started adding tools to streamline classes into the game (like giving paladins more to do than auto attack forever, and not making warriors eat after nearly every fight)

starting in late tbc and early wrath players started heavily focusing on leveling alts and meta gaming, as a direct result players were being burnt out and the world content meant to be there for flavor become less and less used as the push to get the new FOTM gearscored and ready to raid became the playerbase’s focus. and there’s not a way to fix this, it’s the same issue that was/is burning people out extremely fast on the classic and wrath servers aswell…people will not simply engage the world like that anymore, before the things even came out people had full on plans and groups of how exactly to metagame level to the top in days, where it used to take months of effort, addons have become so normalized that no one is stumbling around but going from quest marker to quest marker

the issues plaguing wow aren’t “design philosophy” it is the playerbase that wants and does entirely separate actions