Scaling isn't bad for pre-BFA areas, but in the BFA areas mobs become harder (more HP and a lot more DPS) as you level up. Once you get 120 it is hard to kill anything, and if you accidently pull 3 mobs, you run. That is until you start to get into Heroic and Mythic Dungeons and start getting your ilvl up. My 355 Monk has no problem with mobs and can now 2-3 shot them, but when I first hit 120, it was a fight to the death for every single mob.
This is definitely class specific. Running around the world as a Ret Pally I don't have any problems at all.
I think it's a general stat scaling problem, but affects some classes more than others. My Ret Paladin has always been pretty damn good at PvE because we have a lot of great tool for it- solo PvE generally isn't a matter of one-shot danger from mobs, so having high DPS along with solid healing/shields make us very well-equipped to handle PvE content.
With that said though, my Destro Lock has been pwning as hard or harder than my Ret Pally. /shrug
I'm not having too tough of a time as a BM hunter, but occasionally some mobs down my pet almost instantly and that causes some frustration, luckily I have feign death.
I noticed the drastic turn happens around 116, where all of a sudden mobs scale insanely high and become a lot more difficult to kill.
Yup.. I was rambling about this in guild last night after being ganked 3 times by roaming packs of wolves in Stormsong... At level 120 with gear that should get me into Mythic dungeons, I should not be struggling to stay alive. The time to kill aspect is a thing, fine, but time to BE killed is right now broken and NOT fun.
Scaling isn't bad for pre-BFA areas, but in the BFA areas mobs become harder (more HP and a lot more DPS) as you level up. Once you get 120 it is hard to kill anything, and if you accidently pull 3 mobs, you run. That is until you start to get into Heroic and Mythic Dungeons and start getting your ilvl up. My 355 Monk has no problem with mobs and can now 2-3 shot them, but when I first hit 120, it was a fight to the death for every single mob.
This is definitely class specific. Running around the world as a Ret Pally I don't have any problems at all.
I think it's a general stat scaling problem, but affects some classes more than others. My Ret Paladin has always been pretty damn good at PvE because we have a lot of great tool for it- solo PvE generally isn't a matter of one-shot danger from mobs, so having high DPS along with solid healing/shields make us very well-equipped to handle PvE content.
With that said though, my Destro Lock has been pwning as hard or harder than my Ret Pally. /shrug
I'm not having too tough of a time as a BM hunter, but occasionally some mobs down my pet almost instantly and that causes some frustration, luckily I have feign death.
I noticed the drastic turn happens around 116, where all of a sudden mobs scale insanely high and become a lot more difficult to kill.
My Destro Lock (114 atm) has gone from "just spam the damage" to "oh, I actually need to keep an eye on my Voidwalker and funnel him some health every now and again if I'm fighting a group of mobs and/or a boss."
The only thing i do not like about BFA is that Random bg wont give any Conquest Point,When i get home all i want is to queue in a 1min queue then play and get reward...Now i will pass half of my time trying to form a RBG group to get my conquest. meh. my progress will stop there once conquest go live.
~The only opinion that matters is your own.Everything else is just advice,~
Scaling isn't bad for pre-BFA areas, but in the BFA areas mobs become harder (more HP and a lot more DPS) as you level up. Once you get 120 it is hard to kill anything, and if you accidently pull 3 mobs, you run. That is until you start to get into Heroic and Mythic Dungeons and start getting your ilvl up. My 355 Monk has no problem with mobs and can now 2-3 shot them, but when I first hit 120, it was a fight to the death for every single mob.
This is definitely class specific. Running around the world as a Ret Pally I don't have any problems at all.
I think it's a general stat scaling problem, but affects some classes more than others. My Ret Paladin has always been pretty damn good at PvE because we have a lot of great tool for it- solo PvE generally isn't a matter of one-shot danger from mobs, so having high DPS along with solid healing/shields make us very well-equipped to handle PvE content.
With that said though, my Destro Lock has been pwning as hard or harder than my Ret Pally. /shrug
I'm not having too tough of a time as a BM hunter, but occasionally some mobs down my pet almost instantly and that causes some frustration, luckily I have feign death.
I noticed the drastic turn happens around 116, where all of a sudden mobs scale insanely high and become a lot more difficult to kill.
My Destro Lock (114 atm) has gone from "just spam the damage" to "oh, I actually need to keep an eye on my Voidwalker and funnel him some health every now and again if I'm fighting a group of mobs and/or a boss."
That just means it is not mindless and should not be a cause for complaint. Surely a little challenge should be welcome.
Scaling isn't bad for pre-BFA areas, but in the BFA areas mobs become harder (more HP and a lot more DPS) as you level up. Once you get 120 it is hard to kill anything, and if you accidently pull 3 mobs, you run. That is until you start to get into Heroic and Mythic Dungeons and start getting your ilvl up. My 355 Monk has no problem with mobs and can now 2-3 shot them, but when I first hit 120, it was a fight to the death for every single mob.
This is definitely class specific. Running around the world as a Ret Pally I don't have any problems at all.
I think it's a general stat scaling problem, but affects some classes more than others. My Ret Paladin has always been pretty damn good at PvE because we have a lot of great tool for it- solo PvE generally isn't a matter of one-shot danger from mobs, so having high DPS along with solid healing/shields make us very well-equipped to handle PvE content.
With that said though, my Destro Lock has been pwning as hard or harder than my Ret Pally. /shrug
I'm not having too tough of a time as a BM hunter, but occasionally some mobs down my pet almost instantly and that causes some frustration, luckily I have feign death.
I noticed the drastic turn happens around 116, where all of a sudden mobs scale insanely high and become a lot more difficult to kill.
My Destro Lock (114 atm) has gone from "just spam the damage" to "oh, I actually need to keep an eye on my Voidwalker and funnel him some health every now and again if I'm fighting a group of mobs and/or a boss."
That just means it is not mindless and should not be a cause for complaint. Surely a little challenge should be welcome.
It wasn't a complaint, it's just an observation. Neither of my toons have had enough trouble with BfA to make me feel like something is wrong aside from the scaling making it seem like you're going backwards in power as you level.
Apparently, mob scaling is based on iLvl of equipped and held items. On a thread in the Reddit, folks have found that TTK on mobs goes down if you unequip your Azerite armor and heart of Azeroth. For some stupid reason, the scaling also takes into account iLvls of gear in your bags, too.
Not sure who thought counting bagged items in character mob scaling was a good idea, but I would be looking to replace them. Also, the Azerite armor issues highlight the scaling issue: you don't get any more powerful as you level or gear up, because the game compensates by scaling mobs too much
There's also talk of how the scaling gives a huge boost to lower level players fighting 120s. The secondary stat scaling issues seem to be the core of this, as is take a lot more of the secondary stats to reach the same percentage bonuses at 120 than it does at, say, 111.
You can make the game a LOT easier at 120 by getting as low ilvl as possible. Remove heart of azeroth+trinkets and anything that doesn't directly increase DPS
Scaling isn't bad for pre-BFA areas, but in the BFA areas mobs become harder (more HP and a lot more DPS) as you level up. Once you get 120 it is hard to kill anything, and if you accidently pull 3 mobs, you run. That is until you start to get into Heroic and Mythic Dungeons and start getting your ilvl up. My 355 Monk has no problem with mobs and can now 2-3 shot them, but when I first hit 120, it was a fight to the death for every single mob.
This is definitely class specific. Running around the world as a Ret Pally I don't have any problems at all.
probably the CoTM, until the nerfs hit.
I'm not an IT Specialist, Game Developer, or Clairvoyant in real life, but like others on here, I play one on the internet.
why is heroic dungeons still a thing? normal and heroic is pretty much the same the only difference is heroics require you to be max level. they already added mythic which they keep trying to force on us with story progression tied to it.(didn't work in legion so why would it work now?)
anyway there's no need for 3 difficulties when 2 are pretty much the same and the third one scales upward.
I am really really happy with the expansion. The story telling and separate areas for both Horde and Alliance along with initial dungeons really give it that classic WOW feel. I also think the content is more adult and slightly Diablo-esque in places which is a fantastic move forward ..... I am taking far more notice of the quests and the depth that goes with them. Returning back to a 'proper' allegiance capital is so much better than sharing Dalaran, so another positive over Legion which was itself a great expansion.
I think the issues with mobs and progression is simply that any seasoned player will have an uber-powerful character to begin with and that will take time to level out. I imagine if you started with a clean 110 from a boost you would get a more consistent climb.
Also I think that traditional leveling with expansions is always going to be a very quick experience compared to when the real game starts at maximum level when effectively accumulating higher spec gear becomes a far more time hungry animal. For BFA the end content will be so varied with the new Warfronts etc alongside the Dungeons and Raids along with the continuation of 'the' story that I cannot see how folks will run out of things to do.
I have a work colleague on a different server who plays Alliance ... I am Horde ... and we are both super stoked by this expansion. We also bought the original Vanilla WOW the day it came out in the UK.
I did touch upon Diablo. They would absolutely smash a Diablo MMO out of the park if you look at the quality of BFA. Even the sounds are more eerie along with some of the scenarios.
I also really like the new Artifact system. Much more intuitive and obvious in terms of choice of buffs.
For a new player never having played WOW I would now skip any notion of Vanilla or frankly any of the other expansions and just start here. Everything is just so polished and demonstrates Warcraft in a really positive light.
You can make the game a LOT easier at 120 by getting as low ilvl as possible. Remove heart of azeroth+trinkets and anything that doesn't directly increase DPS
Yea, same thing happened in Legion, once you hit 120 it's like the mobs are all the sudden 125+ and if you are not a plate wearer or have a pet class, if you get more than 2 mobs on you RUN! I hate it with a passion, I don't do mythic dungeons so in order for me to get the gear I need to be able to do stuff takes forever, and likely going to have to wait a couple patches. It took me quite a while just to get the 305 ilevel needed in order to do heroics, and I don't like do dungeon's all the time, I like to do them here and there, so for someone like me it takes forever to gear. Not to mention that the treasure chests out in the world are pointless at 120, you NEED them as you level cause that is pretty much the only way you are getting the resources you need for your followers to do quests with the war campaign(and the quests that give them to you are very few). In Legion you had a chance, no matter how small to get a legendary, now it is pointless to em end game. I felt like Legion did a much better job at max level right outta the gate than this expansion has done so far.
Not to mention that the emissary rewards seemed a lot better in Legion.
The amount of negativity everywhere for this expansion is exactly WoD 2.0, but even worse because most people actually enjoyed leveling in WoD up till endgame. But people are already hating the leveling and what is currently available.
You got the hardcore players that like the challenge, and the hardcore pvpers that like a lot of the change. However every time Blizzard has ever catered to anyone but the casual group, they suffer at great cost to a massive population drop. Which I imagine most here on MMORPG.com like the added challenge, however they are a very small group that is not significant to a large subscriber number as seen by anytime Blizzard caters to that hardcore group and suffer from it as seen in the past.
The amount of toxicity I've seen on reddit and official WoW forums is also reminiscent of how players acted during WoD expansion
The amount of "don't like, quit" posts have greatly increased which...I saw people say that during WoD...and people did quit...in large numbers...
The amount of white knights has greatly increased too, which the only reason they ever feel the need to come out in mass to defend a game is when the game itself is actually in a dire state. White knights don't need to exist when the game is good, but only when they think the game is suffering...like during Legion for example I saw very few actual white knights.
With that said...I actually liked WoD, and have played every expansion except MoP. But I see 100% the same thing happening in terms of how players are acting as I did WoD...but even worse this time around, since like I said...people for most part actually enjoyed leveling in WoD. Not the case for BFA. Though the hardcore group will enjoy it...which is a small group that doesn't make up for the mass amount of casuals blizzard always loses when catering to that hardcore group.
I'm hoping they reveal that "lol we lied, its not horde vs alliance, its fight azshara and/or old gods"
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Okay, I'm glad the feeling of regression (rather than progression) upon reaching level 120 isn't something that just I am feeling (or for no reason). Since reaching 120, I felt significantly less powerful than I did before. Furthermore, I never felt like I was growing in power at all through the open world in BfA. In comparison, dungeons even felt easier than the open world.
Killing enemies in the open world that I previously killed while leveling seems to be taking longer and longer as I gear up rather than shorter. It didn't make much sense until I checked reddit and saw this thread. Now it all makes sense.
Not super happy about it, but hopeful that Blizzard will fix the issue with scaling soon.
Okay, I'm glad the feeling of regression (rather than progression) upon reaching level 120 isn't something that just I am feeling (or for no reason). Since reaching 120, I felt significantly less powerful than I did before. Furthermore, I never felt like I was growing in power at all through the open world in BfA. In comparison, dungeons even felt easier than the open world.
Killing enemies in the open world that I previously killed while leveling seems to be taking longer and longer as I gear up rather than shorter. It didn't make much sense until I checked reddit and saw this thread. Now it all makes sense.
Not super happy about it, but hopeful that Blizzard will fix the issue with scaling soon.
If you take off the heart of azeroth+rings+trinkets and anything else you might have that also doesn't increase dps or main stats, it will make the game a lot easier at 120. But you have to put the items in the bank since they still count if they are in your bags.
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I don't like scaling in Elder Scrolls Online and I don't like it in WOW. I like the feeling of progression, I don't mind as a PVE player a linear feel to the game as long as that linear feel has more than one zone to level concurrently if you choose to and the zone feels large, and level scaling just takes away any excitement to feel like you accomplished something by finally reaching the level where you get to explore that zone you've been waiting for. I realize with ESO at least I'm probably in the minority.
Okay, I'm glad the feeling of regression (rather than progression) upon reaching level 120 isn't something that just I am feeling (or for no reason). Since reaching 120, I felt significantly less powerful than I did before. Furthermore, I never felt like I was growing in power at all through the open world in BfA. In comparison, dungeons even felt easier than the open world.
Killing enemies in the open world that I previously killed while leveling seems to be taking longer and longer as I gear up rather than shorter. It didn't make much sense until I checked reddit and saw this thread. Now it all makes sense.
Not super happy about it, but hopeful that Blizzard will fix the issue with scaling soon.
If you take off the heart of azeroth+rings+trinkets and anything else you might have that also doesn't increase dps or main stats, it will make the game a lot easier at 120. But you have to put the items in the bank since they still count if they are in your bags.
I gotta believe the bag item scaling is a bug. Who would think that was a good idea?
It also gave me pause to see Azerite armors gave zero secondary stats, which is likely why removing them results in an overall power gain with regards to scaling effects.
Azerite armor should have secondary stats imo. They're far too important to, like, every single build in the game to start getting stingy with them.
Overall, the expansion is great in terms of content and zone design. The itemization/leveling/spec mechanics obviously took a huge backseat to creating epic new zones.
I kind of feel bad for everyone since all this information was known during alpha and didn't change in beta. Oh well...
That's because blizzard do not treat the alpha/beta like they used to, they treat it more like a demo/marketing campaign now. The only people they tend to invite are the hardcore raiders, youtubers and streamers it seems. The don't even notice a problem until their subscriber base plumits like it did with WoD. With Legion they said they learned from it, and it seemed like it did for the most part, but now it really feels like we are in WoD 2.0, and the timegating of stuff is atrocious compared to what it was now, and it doesn't help alleviate these problems. Right now there is a serious scaling issue going on, there was one in Legion because people lost it that they couldn't do what they could do before, and they acknowledged that they screwed up and fixed it pretty quick. Will they be that quick now though, or will it take a bunch of people leaving the game for them to notice
Let me just say, I am liking the story line of this expansion so far, but it's weird. I leveled up pretty quick to 120 and I wasn't even trying to. Dungeon's felt super easy while leveling as well, bosses just melted. Then you go out into the world and it's like night and day, like someone said, once you hit a certain level it becomes kinda a shock how the jump up is. And I suspect there is a problem with the scaling somewhere that they need to address.
Okay, I'm glad the feeling of regression (rather than progression) upon reaching level 120 isn't something that just I am feeling (or for no reason). Since reaching 120, I felt significantly less powerful than I did before. Furthermore, I never felt like I was growing in power at all through the open world in BfA. In comparison, dungeons even felt easier than the open world.
Killing enemies in the open world that I previously killed while leveling seems to be taking longer and longer as I gear up rather than shorter. It didn't make much sense until I checked reddit and saw this thread. Now it all makes sense.
Not super happy about it, but hopeful that Blizzard will fix the issue with scaling soon.
If you take off the heart of azeroth+rings+trinkets and anything else you might have that also doesn't increase dps or main stats, it will make the game a lot easier at 120. But you have to put the items in the bank since they still count if they are in your bags.
I gotta believe the bag item scaling is a bug. Who would think that was a good idea?
It also gave me pause to see Azerite armors gave zero secondary stats, which is likely why removing them results in an overall power gain with regards to scaling effects.
Azerite armor should have secondary stats imo. They're far too important to, like, every single build in the game to start getting stingy with them.
Overall, the expansion is great in terms of content and zone design. The itemization/leveling/spec mechanics obviously took a huge backseat to creating epic new zones.
yeah. except they stealth patched (yesterday) that bank items also now are considered part of the item scaling.
The only one currently immune to the item scaling changes is either
A: Putting items in void storage (doesn't work with heart of azeroth) Or B: Selling items at a merchant, and then buying them back Or C: Delete the rings/trinkets which will give you a massive power bonus at level 120
A is likely going to be stealth patched. B and C will likely be the only options left. And likely C will be the way to go in the end.
Blizzard is really intent on making level 120 terrible.
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Okay, I'm glad the feeling of regression (rather than progression) upon reaching level 120 isn't something that just I am feeling (or for no reason). Since reaching 120, I felt significantly less powerful than I did before. Furthermore, I never felt like I was growing in power at all through the open world in BfA. In comparison, dungeons even felt easier than the open world.
Killing enemies in the open world that I previously killed while leveling seems to be taking longer and longer as I gear up rather than shorter. It didn't make much sense until I checked reddit and saw this thread. Now it all makes sense.
Not super happy about it, but hopeful that Blizzard will fix the issue with scaling soon.
If you take off the heart of azeroth+rings+trinkets and anything else you might have that also doesn't increase dps or main stats, it will make the game a lot easier at 120. But you have to put the items in the bank since they still count if they are in your bags.
I gotta believe the bag item scaling is a bug. Who would think that was a good idea?
It also gave me pause to see Azerite armors gave zero secondary stats, which is likely why removing them results in an overall power gain with regards to scaling effects.
Azerite armor should have secondary stats imo. They're far too important to, like, every single build in the game to start getting stingy with them.
Overall, the expansion is great in terms of content and zone design. The itemization/leveling/spec mechanics obviously took a huge backseat to creating epic new zones.
yeah. except they stealth patched (yesterday) that bank items also now are considered part of the item scaling.
The only one currently immune to the item scaling changes is either
A: Putting items in void storage (doesn't work with heart of azeroth) Or B: Selling items at a merchant, and then buying them back
A is likely going to be stealth patched. B will likely be the only option left.
Blizzard is really intent on making level 120 terrible.
This also means if you get an item that is a massive upgrade...BUT not for your class spec you main, you will be heavily penalized if you don't switch to that spec
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Okay, I'm glad the feeling of regression (rather than progression) upon reaching level 120 isn't something that just I am feeling (or for no reason). Since reaching 120, I felt significantly less powerful than I did before. Furthermore, I never felt like I was growing in power at all through the open world in BfA. In comparison, dungeons even felt easier than the open world.
Killing enemies in the open world that I previously killed while leveling seems to be taking longer and longer as I gear up rather than shorter. It didn't make much sense until I checked reddit and saw this thread. Now it all makes sense.
Not super happy about it, but hopeful that Blizzard will fix the issue with scaling soon.
If you take off the heart of azeroth+rings+trinkets and anything else you might have that also doesn't increase dps or main stats, it will make the game a lot easier at 120. But you have to put the items in the bank since they still count if they are in your bags.
I gotta believe the bag item scaling is a bug. Who would think that was a good idea?
It also gave me pause to see Azerite armors gave zero secondary stats, which is likely why removing them results in an overall power gain with regards to scaling effects.
Azerite armor should have secondary stats imo. They're far too important to, like, every single build in the game to start getting stingy with them.
Overall, the expansion is great in terms of content and zone design. The itemization/leveling/spec mechanics obviously took a huge backseat to creating epic new zones.
yeah. except they stealth patched (yesterday) that bank items also now are considered part of the item scaling.
The only one currently immune to the item scaling changes is either
A: Putting items in void storage (doesn't work with heart of azeroth) Or B: Selling items at a merchant, and then buying them back Or C: Delete the rings/trinkets which will give you a massive power bonus at level 120
A is likely going to be stealth patched. B and C will likely be the only options left. And likely C will be the way to go in the end.
Blizzard is really intent on making level 120 terrible.
If that's the case, I gotta wonder what Blizzard is thinking here. Items you don't even have equipped should never affect mob scaling. That's just dumb.
Okay, I'm glad the feeling of regression (rather than progression) upon reaching level 120 isn't something that just I am feeling (or for no reason). Since reaching 120, I felt significantly less powerful than I did before. Furthermore, I never felt like I was growing in power at all through the open world in BfA. In comparison, dungeons even felt easier than the open world.
Killing enemies in the open world that I previously killed while leveling seems to be taking longer and longer as I gear up rather than shorter. It didn't make much sense until I checked reddit and saw this thread. Now it all makes sense.
Not super happy about it, but hopeful that Blizzard will fix the issue with scaling soon.
If you take off the heart of azeroth+rings+trinkets and anything else you might have that also doesn't increase dps or main stats, it will make the game a lot easier at 120. But you have to put the items in the bank since they still count if they are in your bags.
I gotta believe the bag item scaling is a bug. Who would think that was a good idea?
It also gave me pause to see Azerite armors gave zero secondary stats, which is likely why removing them results in an overall power gain with regards to scaling effects.
Azerite armor should have secondary stats imo. They're far too important to, like, every single build in the game to start getting stingy with them.
Overall, the expansion is great in terms of content and zone design. The itemization/leveling/spec mechanics obviously took a huge backseat to creating epic new zones.
yeah. except they stealth patched (yesterday) that bank items also now are considered part of the item scaling.
The only one currently immune to the item scaling changes is either
A: Putting items in void storage (doesn't work with heart of azeroth) Or B: Selling items at a merchant, and then buying them back Or C: Delete the rings/trinkets which will give you a massive power bonus at level 120
A is likely going to be stealth patched. B and C will likely be the only options left. And likely C will be the way to go in the end.
Blizzard is really intent on making level 120 terrible.
If that's the case, I gotta wonder what Blizzard is thinking here. Items you don't even have equipped should never affect mob scaling. That's just dumb.
More like they saw people making the game easier by doing workarounds, and they got pissed and made it so people can't use those workarounds. They seem to want to cater to the hardcore this expansion, and don't want to cater to casuals (despite that never working for them in the past)
It does however remind me of a game called Towns that is on steam. During early access it was an amazing game...but one of the devs literally posted on their steam forum a huge rant about how people were playing Towns like dwarf fortress and complaining and ranting that their game is Towns not dwarf fortress. So the dev team ruined their own game by making it impossible to dig underground and made building on the surface (and trying to dig underground) a royal pain in the butt. After that, they lost almost their entire playerbase and the company shut down.
Of course, blizzard is a huge company compared to what Towns team was. So they of course won't shut down.
But it does remind me of the same thing when the Towns developers threw a tantrum that their playerbase wasn't playing the game they intended to be played and then self destroyed their own game.
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It smacks to me of inadequate testing. I can't believe Blizzard would ever want their players to feel aeaker as they progress to higher levels, even if it's remedied by a specific iLvl later on (from what I understand, scaling stops for open world at iLvl 340).
The power curve is all loopy. Good thing the quests/zones make up for thtt downside!
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I'm not having too tough of a time as a BM hunter, but occasionally some mobs down my pet almost instantly and that causes some frustration, luckily I have feign death.
I noticed the drastic turn happens around 116, where all of a sudden mobs scale insanely high and become a lot more difficult to kill.
~The only opinion that matters is your own.Everything else is just advice,~
Not sure who thought counting bagged items in character mob scaling was a good idea, but I would be looking to replace them. Also, the Azerite armor issues highlight the scaling issue: you don't get any more powerful as you level or gear up, because the game compensates by scaling mobs too much
There's also talk of how the scaling gives a huge boost to lower level players fighting 120s. The secondary stat scaling issues seem to be the core of this, as is take a lot more of the secondary stats to reach the same percentage bonuses at 120 than it does at, say, 111.
Source: https://www.reddit.com/r/wow/comments/994tcc/unequipping_heart_of_azeroth_and_trinkets_lowers/
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probably the CoTM, until the nerfs hit.
I'm not an IT Specialist, Game Developer, or Clairvoyant in real life, but like others on here, I play one on the internet.
anyway there's no need for 3 difficulties when 2 are pretty much the same and the third one scales upward.
I had fun once, it was terrible.
I think the issues with mobs and progression is simply that any seasoned player will have an uber-powerful character to begin with and that will take time to level out. I imagine if you started with a clean 110 from a boost you would get a more consistent climb.
Also I think that traditional leveling with expansions is always going to be a very quick experience compared to when the real game starts at maximum level when effectively accumulating higher spec gear becomes a far more time hungry animal. For BFA the end content will be so varied with the new Warfronts etc alongside the Dungeons and Raids along with the continuation of 'the' story that I cannot see how folks will run out of things to do.
I have a work colleague on a different server who plays Alliance ... I am Horde ... and we are both super stoked by this expansion. We also bought the original Vanilla WOW the day it came out in the UK.
I did touch upon Diablo. They would absolutely smash a Diablo MMO out of the park if you look at the quality of BFA. Even the sounds are more eerie along with some of the scenarios.
I also really like the new Artifact system. Much more intuitive and obvious in terms of choice of buffs.
For a new player never having played WOW I would now skip any notion of Vanilla or frankly any of the other expansions and just start here. Everything is just so polished and demonstrates Warcraft in a really positive light.
https://www.mmo-champion.com/threads/2423194-Unequipping-items-makes-you-stronger
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https://www.moddb.com/mods/skyrim-anime-overhaul
You got the hardcore players that like the challenge, and the hardcore pvpers that like a lot of the change. However every time Blizzard has ever catered to anyone but the casual group, they suffer at great cost to a massive population drop. Which I imagine most here on MMORPG.com like the added challenge, however they are a very small group that is not significant to a large subscriber number as seen by anytime Blizzard caters to that hardcore group and suffer from it as seen in the past.
The amount of toxicity I've seen on reddit and official WoW forums is also reminiscent of how players acted during WoD expansion
The amount of "don't like, quit" posts have greatly increased which...I saw people say that during WoD...and people did quit...in large numbers...
The amount of white knights has greatly increased too, which the only reason they ever feel the need to come out in mass to defend a game is when the game itself is actually in a dire state. White knights don't need to exist when the game is good, but only when they think the game is suffering...like during Legion for example I saw very few actual white knights.
With that said...I actually liked WoD, and have played every expansion except MoP. But I see 100% the same thing happening in terms of how players are acting as I did WoD...but even worse this time around, since like I said...people for most part actually enjoyed leveling in WoD. Not the case for BFA. Though the hardcore group will enjoy it...which is a small group that doesn't make up for the mass amount of casuals blizzard always loses when catering to that hardcore group.
I'm hoping they reveal that "lol we lied, its not horde vs alliance, its fight azshara and/or old gods"
My Skyrim, Fallout 4, Starbound and WoW + other game mods at MODDB:
https://www.moddb.com/mods/skyrim-anime-overhaul
My Skyrim, Fallout 4, Starbound and WoW + other game mods at MODDB:
https://www.moddb.com/mods/skyrim-anime-overhaul
There Is Always Hope!
It also gave me pause to see Azerite armors gave zero secondary stats, which is likely why removing them results in an overall power gain with regards to scaling effects.
Azerite armor should have secondary stats imo. They're far too important to, like, every single build in the game to start getting stingy with them.
Overall, the expansion is great in terms of content and zone design. The itemization/leveling/spec mechanics obviously took a huge backseat to creating epic new zones.
That's because blizzard do not treat the alpha/beta like they used to, they treat it more like a demo/marketing campaign now. The only people they tend to invite are the hardcore raiders, youtubers and streamers it seems. The don't even notice a problem until their subscriber base plumits like it did with WoD. With Legion they said they learned from it, and it seemed like it did for the most part, but now it really feels like we are in WoD 2.0, and the timegating of stuff is atrocious compared to what it was now, and it doesn't help alleviate these problems. Right now there is a serious scaling issue going on, there was one in Legion because people lost it that they couldn't do what they could do before, and they acknowledged that they screwed up and fixed it pretty quick. Will they be that quick now though, or will it take a bunch of people leaving the game for them to notice
Let me just say, I am liking the story line of this expansion so far, but it's weird. I leveled up pretty quick to 120 and I wasn't even trying to. Dungeon's felt super easy while leveling as well, bosses just melted. Then you go out into the world and it's like night and day, like someone said, once you hit a certain level it becomes kinda a shock how the jump up is. And I suspect there is a problem with the scaling somewhere that they need to address.
The only one currently immune to the item scaling changes is either
A: Putting items in void storage (doesn't work with heart of azeroth)
Or
B: Selling items at a merchant, and then buying them back
Or
C: Delete the rings/trinkets which will give you a massive power bonus at level 120
A is likely going to be stealth patched. B and C will likely be the only options left. And likely C will be the way to go in the end.
Blizzard is really intent on making level 120 terrible.
My Skyrim, Fallout 4, Starbound and WoW + other game mods at MODDB:
https://www.moddb.com/mods/skyrim-anime-overhaul
My Skyrim, Fallout 4, Starbound and WoW + other game mods at MODDB:
https://www.moddb.com/mods/skyrim-anime-overhaul
It does however remind me of a game called Towns that is on steam. During early access it was an amazing game...but one of the devs literally posted on their steam forum a huge rant about how people were playing Towns like dwarf fortress and complaining and ranting that their game is Towns not dwarf fortress. So the dev team ruined their own game by making it impossible to dig underground and made building on the surface (and trying to dig underground) a royal pain in the butt. After that, they lost almost their entire playerbase and the company shut down.
Of course, blizzard is a huge company compared to what Towns team was. So they of course won't shut down.
But it does remind me of the same thing when the Towns developers threw a tantrum that their playerbase wasn't playing the game they intended to be played and then self destroyed their own game.
My Skyrim, Fallout 4, Starbound and WoW + other game mods at MODDB:
https://www.moddb.com/mods/skyrim-anime-overhaul
The power curve is all loopy. Good thing the quests/zones make up for thtt downside!