For sake of simplicity, say a max power in DF was 350 (level 70 * season 5)
Consider the new player power to be “season 6,” but when you’re levelling you’re gaining .6 each level so 70x.6, 71x1.2, et al until 80x6 as a maximum.
70x.6 = 42
versus power from previous expansion being 70*5 = 350
All this adds up to is you reach that “upgrade point at” 77*4.8.
However, that 4.8 assumes FULL SATURATION. When you go from 70-80 in 24 dungeons, your gear upgrades are spread across all those power levels and as a result you are very, very weak. Think of how many dungeon runs you’d have to do to get full saturation of say 74 gear.
End result: as you level, your gear is not levelling to keep up and its basically impossible to do it unless you can get BOEs for every level from the AH/trade.
the entire score is based off of your power vs. power of enemy, which cancels in a scaling scenario like this, so as you level you get weaker and weaker as it is simply a function of “your level and your ilvl”
So why can they not simply fix the levels of the enemies to not “scale”? Because the entire point of scaling is so a level 70 can group with a level 76 and not be weaker/useless.
There is no way to do that besides artificially dampening the scaling (which is what they’re doing).
you can’t balance scaling in context of equalizing different levels without starting everyone at the same gear power point.
As it stands we have level 70s at 5000% the power a level 70 “could” have according to the new expansion, versus a level 77 at like 25% of the power they could have. And so the 70 is that much stronger.
The only way to “get scaling right” is to basically disallow people of different levels to group together. But then that kills the queues times across the boards and isn’t “fun.” Think prepatch if you had a fresh character you were basically not contributing at all and getting smashed until you hit 70 and could equip that gear, even the blue drops were grossly underpowered.
They’ve had this in other expansions, where there were min levels to a dungeon run, and you’d get that level, say, mid-progression level player who had 0 upgrades show up and be useless / make the run painful. The fix is not just LEVEL capping access to dungeons but also ILVL minimums.
The enemy here is automated queues. If a player is eyeballing someone’s gear and level before going to a dungeon, they can judge the power and deny the group invite.
As it stands the automated queue = you win the lottery with overpowered, lower levels joining.
Their fix will be easy: a flat power diff increase (or a simple max ILVL cap) that diminishes as you level up. ie, you could have gear worthy of level 77 at 70, but it caps you to be 70.
The people with OP ilvl from DF/prepatch who would have dungeon spammed but didn’t for whatever reason will be hit the hardest. New 70s will be required to do quests out in the world or suffer in the dungeons. I have no idea what gear score a new player will be when they hit 70 leveling from scratch, but it surely won’t be at level 76-77 power like anyone who did prepatch was at.
The problem I have with their fix is that it still has the same void of “no upgrades/power gains” until it devolves into “less power.”
While I do appreciate the faster queues, gaining power used to mean something as you levelled, and losing power each level because now monsters are scaled to your new level but you haven’t gained any gear just sucks