It's not just about "how fast I can kill my target", it's about the fact that unequipping a piece of gear should never reward you. Unequipping a trinket made me kill shit faster than with it. It should never be like that
Like has been said before, if a world quest only gives 860 ilvl gear, then the mob scaling should stop at 860 too. I don't mind a bit of scaling, just not to the extent they had it at with this patch.
Lmao, do you think before you type? So you can raid, nobody gears up for anything but raiding, or mythic dungeons. You don't gear up to go and kill NPCs in broken isles. "Yeah man, I finally farmed all my raid gear and mythic dungeon gear so I can go and kill mobs in broken isle, thats my main end-goal"
Obviously you don't think before you type. Since Legion offers far more than Raids/Dungeons, they are really limiting other player's performance. You think everyone in WoW loves doing their 1 mythic raid a week?
Hey bud...thanks for making your thoughts known on this issue. All 10 of my characters are between 860-870...and I've not had a lot of time to bang around in the new patch. As such, my comments in that thread were limited to the way in which such a change was implemented and the design philosophy moving forward. It's good to know that despite all of the sattirical content you produce there is a voice of reason beneath and behind what you do. Solid commentary and a sensible discussion of the issue!
DrWienerful do me a favor and run this test, get 50 random people into a room and try and order one pizza that they all agree on. after you are done pulling out your hair out in frusteration imagine doing that with a few million people. like blizzard has said they are not running a game of majority they are running a game of minorities and just becuase you want something does not mean others want it
Fun fact. They are not making the game like diablo 3. THey are just making it more WOW like post Cataclysm. Original designers of classic have retired. And Blizzard North, original guys behind DIablo 2 are gone as well. These new teams have the exact same design philosophy. Thats why its all looking so similar and uncreative.
+Scott Hubert No, man. What they need to do is to make progression relevant whatever you do. So content will be fun, meaningful and provide you with relevant loot till cap no matter if you raid, do dungeons, do dailies or just do random quests. Like SWTOR: WoW's endgame is outdated and refuses to evolve. Thats the issue.
+Scott Hubert No. I did play vanilla. And that was 12 years ago... its time to evolve because even back then we had issues. WE just didn't care because the game was harder overall and it took longer to get to places than today where you can try all legion offers in less than a week.
+Sir Buljo The reason they did that was to make everything in the world challenging, encourage replayvalue and make the heroic system weekly worth it to players. As well as making the end game progression system work outside of end game zones. Meaning that you can go anywhere and progress. As it should be. And if you want your stats to matter, just go to the end game zone, or a flashpoint or operation. Stats do matter. Just in the end game zone. And in regard to zoning. SWTOR scales you to the highest lvl in the zone you are in. and your stats do actually matter. I tested it a few days ago. The difference is present. And honestly... the game has gotten easy. You'll be able to murder pretty much anything quick even without companions. Zone scaling might not work atm in wow but it works perfectly in SWTOR: Especially mixed with the benefits it helps work on the side.
As long as time-to-kill as your power increases doesn't go up its fine, people are just mad because its gone from not existing to existing, a fresh 110 in 7.2 is only ever going to gain strength, from ilvl 800-900 if mob hp goes up 50% but dps goes up 400%, youre never getting weaker compared to the mobs. Also, gear world quests DO scale with ilvl, but i do agree that gold and resources ones should too
sry i stopped listening while i watched you destroy that orc rogue that tried to gank you, that was pretty fucking cool :D but yeah... blizzard... item level... elitist... bad sure...
I play as a Resto Druid, didn't even notice this at ilvl 902, they probably did this because without and with Artifact bonus and Tomb gear, you would go around one shoting everything.
it wasn't snuck in on release, it was in effect the entirety of the PTR cycle, it's just that there was no mention of it and many people believed it was all part of the "world buff" blizzard applied to make stuff harder to account for better gear rewards etc.
They should make content more challenging baseline, not add in a retroactive difficulty mechanic. Also cut back on the insane power creep that happens each patch, we need proper progression, not metzenforging.
World quests already drop better gear if you have higher ilvl, so I think its okay that mobs scale. At least until you reach the max ilvl that WQ's provide (860 currently). the mobs should scale until you reach that ilvl and then always have the same HP no matter if u are AT 861 or 915 ilvl. if they increase the ilvl reward from WQ's in the next patch the mobs can scale until you reach that ilvl, and so on.
But this doesn't affect instances or did I miss something? Because all I saw was Blizz stating that this would increase the damage and health of mobs in outdoor content.
I had no clue about the scaling either. The outcry was ridiculous, literally the only good point they had was that it made things harder for healers. Could had been fixed by buffing healers instead of reverting the change. I liked the change :/.
You're stupid. They don't increase as ilvl goes higher. They increase once from 850 onward from everything Blizz has said NOTHING points to them increasing as your ilvl does.
As a ilvl 900 blood dk I honestly didn't notice that it took any longer to kill stuff in 7.2. Howewer it may be more noticable at lower item levels I guess.
As a blood dk who is 890ilvl the only mobs i have trouble killing quickly are rares or elites bc they have a TON of health. The regular mobs i have no trouble, usually like 3-4 hits and theyre dead depending on if i crit or not and i can still pull giant packs without losing 1hp of my 5k health pool. So i didnt even know this was a thing until i saw a post on wowhead yesterday.
If you do come back FUCK you. And don't feel sorry for the people playing this shit. Their retards and I would say you should quit being friends with anyone who still plays this rotting ass game.
The feedback thread (just 2 btw) were less than 1 page long (all those dozen comments and upvotes came AFTER Ians post), so it kind of makes sense that they didnt see it out of the thousands of other threads that get posted everyday that actually get traction with larger concerns.
I agree with everything you had to say. Basically, its stretch out our game play, to milk us for the most time/$$. Long flight paths in vanilla, long runs to your corpse, massive AP needed to advance, scaling....I'll keep watch to see the outcome but for now its time to move on. Great vid, keep up the good work!
Happyfunrun "This game is ruined, glad I don't play it anymore" - Why the fuck do you even care if you don't play anymore? So many people seem to hate the game yet they still play it or they don't play it anymore yet they still complain about it. It's really weird what type of people can be found in comment sections/forums.
apparently reading comprehension is hard. they want power progression, they just dont want it at the absurb rate that has appeared in legion. if ilvl increases your dps faster than it increases the mob health then you have power progression. making this change work is just a matter of tuning.
I don't mind the mob scaling with ilvl when I am in a DPS spec, but I main Mistweaver, and the mob scaling completely took the option of questing in Mistweaver spec off the table, I am 914 ilvl and the health and damage increase is a killer.
Chief Justice gear score was also a major problem in wrath, the lore in BC was also taking a questionable route, yet no one is calling those expansions the plague of humanity,huh?
Chief Justice i haven't noticed anything major. Honestly all i had to do is pull smarter. The problem with the wow community is that they are use to blowing through mobs like they are nothing. these same people are the ones that want vanilla wow but complain about mobs taking too long to kill. i can say that yes the mobs hit harder but even on my healer it wasn't a big deal. healers always kill slowly to expect anything to die fast is retarded.
hey asmongold the rewards in worldquesting areas do get more powerful so far it is capped but if they would make they cap higher or cap the increase of strength at the same point it would not be to bad of a change
PvE'ers kept telling everyone how great the pvp system was with obsolete gear and how everyone that wanted there to be gear progression in pvp were just "bads." Now they get a taste of that medicine and they cry and talk about unsubbing. It's not so fuckin awesome is it?
Apples and oranges. Do you see ANY serious PvP-focused game where gear progression (outside of during-a-match progression e.g. in mobas) is even a thing at the competitive level? Of course not. Because that's generally seen as a detraction from PvP, not a plus.
Mobius one i think you missed the point, the thing with pvp gear progression is that if i put time into it i am allowed to stomp a player that doesnt. its the same like oneshotting a mob, you died to on fresh 110 its something that gives you the feeling of progressing and as asmongold said: not having the feeling of progression is bad.
The problem is as an expac goes on and you gear and become more powerful that should translate to the world. Mobs that were once hard should become easier as you become more powerful not matching your power.
the core of this is that getting better stats is supposed to mean killing gets easier, especially lower levels but if everything just scales then there's no real reward for getting tougher. and for players like me that arent very good thats a problem. not just this scaling but the original one where once you hit level 110 everything else becomes 110 too
are you actually saying the average player isn't stupid af? LUL go to your nearest tradechat the next time you log in and say that again with a straight face.
Veltior And then these idiots get mad at me because I'm smarter then them and don't play a game where the developers have insulted the player base numerous times.
I don't notice any increase in power. All mobs I fight still die within a reasonable amount of time and I'm a tank. I think it's fine for mobs to scale with ilvl as long as they're not scaling faster than your upgrades.
I really don't see why this is an issue. I 1 shot mobs before the patch now I 2 shot them big fucking deal it's not as if you are in any danger of dying when out doing world quests
the point wasn't that, the point was that it takes you longer to kill a mob and the reward on killing it was exactly the same. FOE killing a mob in 1 shot would give you a piece 845 before 7.2. Now killing the same exact mob but taking it longer, and giving you the exact same 845ilvl piece. Thats the point on it. I didn't even noticed while playing on my main, but i definetly noticed on my alts, I don't really care much about it, but if you are taking longer to kill the same WQ over and over again, it gets even more boring then it was before
They want you to do all the content while leveling, and then again at level cap. It means when you go to level the next character you're seeing the same stuff all over again that you did to level before and to keep up on artifact power.
Don't see a problem with this. This is a classic Blizzard can't win scenario. "Wow these world quests are so mindless and dull, we want a challenge!" so Blizzard decides to have mobs scale according to the players ilvl. "OMG these mobs have too much health and damage! Im supposed to be doing this with ease! Unsubbing!" Blizzard isn't killing WoW, its community is.
Gh0stBustaz11 100% fucking correct. the even bigger problem is that the community of casuals and elitists are they are all elitist in the fact that they feel like just because they play, pay, and complain they are above everyone else and that blizz is the problem and not their view of a game they "hate" but for some reason don't have the balls to unsub. at least I respect AZ for not coming back to the game. he took a stand left and lived up to what he said. more in the community should follow suit.
Yup man, you got it spot on. If everything is too easy, players whine. If they try to give players a challenge, they whine. I don't feel like Blizz can ever win against the idiots.
no. wow isn't dying at all. there are just a bunch of whiny bitches in the community, its hard to ignore their opinions as they will be very hypocritical when they take their opinion into consideration. you need to try to listen to the people actually giving feedback. like asmon is in this video.
.....i tried multiple servers and most are empty in both factions and i tried at different times but if your on a full server i can see why you would say its not dead but to most it feels dead
Because we miss the game in its former glory, from when it made MMOs more than just a fringe thing (Vanilla), to when it was arguably the best (Burning Crusade), to when it was empirically most popular (Wrath of the Lich King). Because the game has gone downhill and there hasn't been another to step up and replace it.
Amanda Granfield I wouldn't call it dying but there's no arguing that the population is on a decrease. Doesn't change the fact that it's still the #1 mmorpg in the world and nothing will come close to it for about 2 years. (imo)
I'm out of the loop, but regarding the comparison he made, what is the difference between MoP and legion as it stands? In Mop heroics were 463 if my memory serves me correctly, and SoO had legendaries at 600 with fully upgraded gear at 588. Hasn't Legion already overtaken that difference? I don't even know if this is the last patch.
This is why vanilla was better. We didnt bitch about how hard the game was. Legion = mobs get a TINY bit harder and people bitch and complain and say "bye wow, im done! Whats the point of gearing now?!" As a 910 i can tell you i can still kill 5 mobs faster than a 850 kills 1 mob. Less QQ, more PEW PEW
bro i agree with you vanilla being better at this ill give u an example u killed mobs 300 times and that's it your done you get the grind and you move on legion on the other hand is making those same mobs to be dead over and over again until the expansion is over so people getting mad on the repetitive stuff and yeah we have artifact power as well wohoo
Some of the rare spawn elites will die before you see them hit 0 hp since lower geared players are also tagging them. I'm guessing this is due to the hidden lower health we do not see.
Wasn't expecting to pop defensive cooldowns with ilvl 879 fury warrior against non elite mobs.Maybe just the mobs were tricky most were fine.Should just scale up all the content the gear got a scale so new players will catch up quick enough
First of all: Many people, myself included, deem this change unnecessary. Especially considering the reason behind this change. Second: The way they presented this change is fucking gormless. They didn't post anything in the notes, then claim there was no feedback (even though there is) and went through with it anyway. WoW's PR team is a fucking disgrace and they should take classes from Jeff Kaplan and Geoff Goodman on how to communicate with their community.
This reminds me of how scaling works in PVP for SWTOR. In that game there are two options for PVP. Get all of the best PVP gear with all the proper item sockets or get a certain level of green gear for the ilvl and use that because it scales the best. The system actively encourages you to go out and get a specific level of ilvl green "junk" because you get the biggest boost from scaling. That what will happen here unless Blizzard changes it or seals up the holes. Players just find the best way to cheese the system.
jones But I am still able to pull 10+ mobs and AoE them down on my ilvl 900 monk? I doubt that an 830 geared character would be able to do it as consistently.
jones I think like the dev post mentioned, it was implemented for the particular intent of making mobs on broken isles/shore seem effective considering the fact that once Tomb of Sargeras comes out the gear you will obtain with be excessively overtuned with the regular Legion content. It would definitely feel way too easy demolishing every mob on the Broken Isles with ilvl 900+ standard lfr/normal raid gear so it kinda makes sense as to why they would have wanted to add gear to zone scaling.
First blame Blizzard because the Game is not hard like Vanilla anymore. Now blame Blizzard because they made the Game harder. What the fuck is wrong with the WoW Community?
Actually, even as a fan of older expacs, I gotta say vanilla had shit progression. Things were so unbalanced, it led to it to be broken. Hell, unless you consider questing progression then there is literally no such thing.
power progression (and power fantasy) are KEY to RPGs. Bliz needs to understand that it will make world quests easier and quicker to do for most player. It wont negatively hurt them. there should be a difference between lvls 100 and 110.
It's pretty obvious Blizzard has been gearing up to take WoW f2p for a while now. The game is going to continue to devolve until that time and after the initial surge in the player base, WoW will finally begin to lie down in its grave. Get ready nostalgic friend-o's that, despite all signs are still holding on. This is the real fate of WoW.
Foodoholic Apart from x-pack spikes the player base has been on the downswing for quite some time, and its reached a point where Acti-Blizzard no longer reports active sub numbers. But putting paid subscriptions aside, (because I'm not going to claim to understand their business practices) it doesn't take a genius to see the direction the game has taken is along the same lines of other f2p titles, with more f2playness added every content patch. Basically my observation comes from not being a doctor, but from having stayed at quite a few Holiday Inns.
Kyle Kline Take a step back and look at the past few years of changes, then compare it with other games on the market and you'll begin to see a trend. It's not something that's going to happen suddenly overnight, as like you and Foodoholic pointed out, it's still profitable. But for how much longer? To pretend as if WoW can exist as it has in the past forever is naive, and I was simply pointing out the changing tide.
Blip Blam The game has been around for 13 years. That stat in itself disproves your "dying" narrative. The game has peaks and valleys around every xpac like it has since TBC. No other MMO has survived this long and is this lucrative. And even at its lowest points, it still has millions of subs. Even with arguably better games out there.
I'm usually a fan of your videos but this one is just a bunch of whining. Just because the mobs scale doesn't mean that you don't have a power progression. Their stated intent was that you get stronger, but not so strong that you wind up globalling mobs. This is easy to adjust and they even mentioned it in the posts you quoted. Example: mob health scales at 0.5% per ilvl. Player damage increases at 1% per ilvl. The player gain is higher than the mob scaling so your relative power increases.
I'm usually a fan of your comments but this one was just a bunch of whining. Seriously though he was actually presenting both sides of the argument in the video. You didn't really watch it did you?
Or maybe you just scale the damage increase at 0,5% per ilvl and don't touch the mob health? sounds crazy, right? they fukd up with ilvl power progression estimates in the first place and chose the dullest solution to the problem. Sloppy game design job both times.
you're right - it would have been better to get the scaling right to begin with. but the outcry isn't that this is the "dullest solution to the problem" the outcry is "gear gives no advantage"
Actually if u watched the fucking video in the first place, you would know that Asmon doesnt give a shit about the scaling as is doesnt affect him. He is pissed at the way in which the change happened, and the two contradictory statements from blizzard that make them look like a bunch of liars. And he also briefly mentioned it would affect healers and tanks unfairly. He did not once "whine".
First morning of the patch I pugged a group for HOV mythic +2. We wiped four times and gave it up not knowing what was wrong. Then on world quests three mobs were suddenly killing me, a holy priest. This is the worst idea in the eight years I have played WOW.
I think this brings up an interesting question about any game that uses RPG systems of levels, gear, etc. where there is a power increase. Power increases feel good, as development of a character is important to any RPG/MMORPG. However, power increases also decrease the difficulty of all content, meaning more content becomes less and less relevant as power increases. This leads to even games with large amounts of content only offering an incredibly small amount of relevant content at any given time, and all content over time becoming irrelevant... which feels bad. It also requires an endless amount of content or players will run out of things to do. All of these things become more important when we talk about games that are designed to continue indefinitely. The typical way to deal with power increases decreasing difficulty of content is to have content which increases in difficulty as a game goes on. However, for games that are meant to be played much longer, power creep becomes a huge problem. This is why stats in WoW, for example, have gotten so ridiculous as time has gone on, and several times they have had to readjust the numbers of health and damage. Also adding to this problem, is even though levels end at a certain point, progression in power through gear continues.. meaning ilvl (the measurement of a gear's power) increases tremendously over the course of an expansion... and from expansion to expansion there is a huge jump in ilvl (reducing this disparity has also been a part of these number crunches). These fundamental needs of the MMORPG genre are entirely at odds with each other: players want constant progression of a character and an ever increasing amount of content. Either extreme means either there is only a small amount of relevant content and players feel more on a treadmill (a theme park) than in a world with more and more things to do... or progression becomes meaningless but there is an ever increasing amount of content. It is really a shame that older content cannot be experienced again, and entire zones and raids no longer longer mean anything (even if you run an old raid for transmog besides the look the gear has lost ALL value). So much of the insane amount of work that is put into an MMORPG is also destroyed by the same MMORPG. This could be fixed, and you could have an ever green model for all content, but even with this option the gear loses all meaning and progression in terms of power disappears. I think it is possible to lean the other direction, with the developments of things like personal loot and scaling technology. Ilvl could continue to rise to a certain point before it is raised again, and all content could be relevant, but the only purpose of the gear and ilvl would be a barrier of entry to the most recent content. The challenge of a raid or mythic raid would always stay the same (being meaningful), and obtaining a piece of gear would again have an amount of prestige since it means you conquered this challenge. More colors (quality) of gear could be introduced to help with this idea of gear as a status reward, but the effect on POWER would still exist. Sure, you could even have the numbers the player sees when a spell hits a mob increase... giving the illusion of an increase in power; but it would still be an illusion. If a player sees the point of gearing to make content easier, what does that say about the player and how skilled they are? Interesting to note, I would argue that power increases give the illusion of an increase in skill in the opposite. If I leveled up my Charizard a ton before facing Brock and crushed him, it doesn't mean I am a better player.... in fact, it means it took LESS skill to beat him. Players will always take power increases even if it makes the game less fun to play. In the pokemon example, it is only my sanity of farming wild pokemon in the grass which places a limit on this. It means a two year old can randomly push buttons and destroy Arthas... what was once one of the most epic and challenging fights in the game now means nothing. Look at the differences between PvP systems for example. Either everyone is on the same level playing field, and progression does not matter or you can just gear up and crush noobs and your skill doesn't matter. So pick your poison. Do you want the illusion of power or the illusion of skill? Which is more important to you? Games which cater to the illusion of skill means that how competent you are matters less; and if you want the feeling of reward from being a good player you have to run on a treadmill until the end of time, and the distinction between good and bad players is blurred or nullified. Games which cater to the illusion of power mean that skill matters, and that content will always be relevant and challenging, but bad players will always hit roadblocks they cannot pass and cannot see all the content... it means that the progression of your character only matters so far as the content it opens up for you. You gain challenge and the prestige that comes with conquering it, but at the cost of feeling like you never really increase in power. Which path would you choose? Would a compromise with some illusion of power, and some illusion of skill have the same massive appeal? I think it is possible (different difficulties for raids shows it is possible to entertain people of different skill levels). Would such a model be successful though? I think if we are honest with ourselves, most people prefer the illusion of skill. Crushing this illusion even a little can be brutal, but it would have the benefit of removing most of the treadmill, provide incentive for players to get better, and mean more content you could choose from.
As a Prot Warrior I really didn't notice the recent scaling. It takes a bit of time for me to kill anything anyways and they still have a hard time killing me.
I am one that only started playing this game in BC, I never got the raw experience of Vanilla. But with that being said, what would be a better option was to inform of these changes, except in a different server. Make that server allow anyone who wants to play the game in those changes be able to create that character at 110 automatically so they can test run these changes in a controlled exposure. Basically a test server with those paradigm shifting changes in it only, like every expansion that happened before this. I would love to play the game in a Vanilla style, but first do it in a way that won't force people to basically pay for rage so the kinks can get sorted out. That's my thoughts on this. I'm aware this is the response of people wanting the game to be vanilla style, but with the new features we have ever since vanilla, you'd need to find ways to mingle that content in with this new Dark Souls level gameplay. That and most likely just make a few servers called "Hard Mode" and implement these changes only in those servers.
got to admit at around 12:30 i see what he means the amount of worldquests ive missed out on cos some1 has just deleted the mob as i was running there, then had to wait ages for it to respawn lol guess they cld just up the spawn rate
i feel like being cheated by the studio everytime they release patchnotes and a couple days later people figure out major changes were implemented and deliberately left out in patchnotes.
Eh... I've already noticed large groups of people farming quest mobs (such as the fel murlocs) to the point where I can't even find one to kill as when someone in a groups tag them they become grey to you. That is far more concerning to me than item scaling.
I thought when you got the new skills for your Artifact weapon that it maxed out the bonus damage AP sink? Or have I not gotten far enough on the Tomb isle?
Im a Ilvl 910 Prot Pally. I had No idea this was even going on. Things Die so fast and when I Agro About 20+ Mobs per pull It Really Makes no Diffrence.
maybe it's cuz i'm more of a casual player that i have this viewpoint, but i don't really see it as a big deal. i have gotten lucky with some legendaries as well as titanforged etc, to the point where only doing some M+ and normal raids I'm at about 880 ilevel (pre-7.2.) i find it personally okay that things are bumped up in difficulty based on scaling. i feel like you cannot control the random lucky upgrades that you get, so sometimes the ilevel i was meant nothing in relation to the time and effort i put into the spec to learn how it functioned. i main a disc priest, so as a healer, i understand that my perspective is rather different than that of other healers, but also having played since launch, i had max AK before 7.2, it was hella easy to get my shadow artifact up to at least 30 traits, which boosted the dmg by a hell of a lot. again, maybe it's cuz i had 874 i think specifically before 7.2, but i didn't even notice the boost in dmg or health. i lost a lot of interest in the MoP daiilies because they just got so easy, and it was literally a burden to go out and do all of them. but with this, the outdoor world is still challenging, and i feel like i earned the reward i'm getting. maybe it's not the most popular opinion, i just wanted to add a little support amongst the dissent. (i will openly admit i don't have any alts and haven't tried to level any, so maybe i would notice the difference on another character. in no way am i trying to say that this system needs to remain in place, there's plenty of content in legion for me to personally move onto that i wouldn't mind if the world was easier, i just wanted to shed some light on why it might be a good thing to some.)
They've already removed the bonus damage and have scaled back the hp, as a holy priest before they hotfixed it it was a pain, took like 15 minutes to do world quests instead of 10.
I feel like this is a minor change, As people progress their artifact they get stronger and the time it takes to kill a creature becomes faster, Tanks and Healers get extra damage dealt per talent gained, It was about 1% increase damage dealt per talent for healers before 7.2 not sure what it is now. Of course DPS get 15% increase damage, the paragon artifact talent should be the point where people don't really notice this any more. The Idea I think on why it was done is so that the World feels a bit harder since of course they want WQ to remain up to speed and to do that they need to keep them scaled up to be equal to say broken shore mobs or any new content. I am sure when Agus is added they will do away with the Broken Isles and have the content geared toward Agus stuff rather then the Broken isles but most likely they will not do this and just reuse the isle some more.
Part of the reason why mobs are so easy to kill with good gear is that they are made too weak to begin with, even for someone in 800 ilvl gear. Making them tougher and eliminating the scaling with ilvl will eliminate the problem.
As a 900 ilvl blood death knight, I didn't even notice the difference until someone mentioned it. Personally, I didn't think it was that big of a deal. There are quite a few changes they didn't mention in the patch notes (lots of them in the dungeons) that I would have liked to know about a lot more than this, honestly.
Damn dude, you already have the new turtle mount? Honestly on my frost dk I didn't notice the change in health until I seen a video talking about the ilvl scaling.
5:46 Stupid how on that post it talks about how trivial it becomes for a well geared player to demolish the enemies, when the whole concept and raison d'etre for doing it in the first place (WQs) is trivial to begin with.
Progression in the Game never felt so good LUL
^^^^^^^^^
It's not just about "how fast I can kill my target", it's about the fact that unequipping a piece of gear should never reward you. Unequipping a trinket made me kill shit faster than with it. It should never be like that
I'm gonna take off my pants
Power increases*
Taking off my underwear
Power increases DRAMATICALLY*
They did this to themselves with all the damn Titan and Warforging.
Like has been said before, if a world quest only gives 860 ilvl gear, then the mob scaling should stop at 860 too. I don't mind a bit of scaling, just not to the extent they had it at with this patch.
One of the new rar mobs: full gear(905-910gs): HP 70m, removed one ring(849gs): HP 46m .....
TheMajor2T I'm seeing the same thing. I think those at higher gear levels are seeing mob health nearly double.
To be fair- with those deeps, it shouldn't matter. Things should just fall over anyways.
yeah, but like he said it's more of an issue for tanks and healers who are already doing mediocre damage (except prot paladins...).
TheMajor2T 600k Dps compared to 200k Dps
stop trying to make gs come back, its not coming back. get over it
what's the point of even gearing??
ikr? This completely removes the 1 reason.
Doing raids and dung?
Lmao, do you think before you type?
So you can raid, nobody gears up for anything but raiding, or mythic dungeons.
You don't gear up to go and kill NPCs in broken isles.
"Yeah man, I finally farmed all my raid gear and mythic dungeon gear so I can go and kill mobs in broken isle, thats my main end-goal"
Obviously you don't think before you type. Since Legion offers far more than Raids/Dungeons, they are really limiting other player's performance. You think everyone in WoW loves doing their 1 mythic raid a week?
Makes you less shit at PVP, and Raids....
World of Diablo gets worse each patch!
So we are playing diablo 3 fallout game in a mmo.
no its just world of diablocraft : just give us your money xpac
I believe the answer is "World of Diablocraft 3" because everyone loved Diablo 3
Hey bud...thanks for making your thoughts known on this issue. All 10 of my characters are between 860-870...and I've not had a lot of time to bang around in the new patch. As such, my comments in that thread were limited to the way in which such a change was implemented and the design philosophy moving forward. It's good to know that despite all of the sattirical content you produce there is a voice of reason beneath and behind what you do. Solid commentary and a sensible discussion of the issue!
Btw when was the last time blizz gave a fuck about our feedback?
Brekner Catalin Pre-WoD
why should they care about your feed back when every time they give you want you want you bitch about how its not want you want?
Typical moron reply. At least use some imagination, jeez.
DrWienerful do me a favor and run this test, get 50 random people into a room and try and order one pizza that they all agree on. after you are done pulling out your hair out in frusteration imagine doing that with a few million people. like blizzard has said they are not running a game of majority they are running a game of minorities and just becuase you want something does not mean others want it
funny how you attack me and yet you think im the one who needs to control myself
20:52 I love how he says "For someone less skilled" while he has a 93 group death counter on a failed Mythic 10 in the top right corner.
Stop making the game the same as diablo3. If I wanted to play Diablo 3 I would play Diablo 3
Fun fact. They are not making the game like diablo 3. THey are just making it more WOW like post Cataclysm. Original designers of classic have retired. And Blizzard North, original guys behind DIablo 2 are gone as well. These new teams have the exact same design philosophy. Thats why its all looking so similar and uncreative.
+Scott Hubert
No, man. What they need to do is to make progression relevant whatever you do. So content will be fun, meaningful and provide you with relevant loot till cap no matter if you raid, do dungeons, do dailies or just do random quests. Like SWTOR:
WoW's endgame is outdated and refuses to evolve. Thats the issue.
+Scott Hubert
No. I did play vanilla. And that was 12 years ago... its time to evolve because even back then we had issues. WE just didn't care because the game was harder overall and it took longer to get to places than today where you can try all legion offers in less than a week.
Dude. I dont want to play SWTOR and i quit SWTOR when they implemented the zone scaling.
+Sir Buljo
The reason they did that was to make everything in the world challenging, encourage replayvalue and make the heroic system weekly worth it to players. As well as making the end game progression system work outside of end game zones. Meaning that you can go anywhere and progress. As it should be.
And if you want your stats to matter, just go to the end game zone, or a flashpoint or operation.
Stats do matter. Just in the end game zone. And in regard to zoning. SWTOR scales you to the highest lvl in the zone you are in. and your stats do actually matter. I tested it a few days ago. The difference is present. And honestly... the game has gotten easy. You'll be able to murder pretty much anything quick even without companions.
Zone scaling might not work atm in wow but it works perfectly in SWTOR: Especially mixed with the benefits it helps work on the side.
As long as time-to-kill as your power increases doesn't go up its fine, people are just mad because its gone from not existing to existing, a fresh 110 in 7.2 is only ever going to gain strength, from ilvl 800-900 if mob hp goes up 50% but dps goes up 400%, youre never getting weaker compared to the mobs.
Also, gear world quests DO scale with ilvl, but i do agree that gold and resources ones should too
sry i stopped listening while i watched you destroy that orc rogue that tried to gank you, that was pretty fucking cool :D but yeah... blizzard... item level... elitist... bad sure...
Perhaps that rogue should of picked a viable spec and not sub.
lol ^ idiot..
sub is the best spec pvp wise lol
Ilvl>skill in Wpvp
I'm glad I wasn't the only one that did. Literally d e s t r o y e d him in like 5 hits
It's okay to a point. Scale mobs in old Legion zones to 835 and mobs in the Broken Shore to 845 (just below dauntless gear)
You're 909 equipped bro. Heard those bag items help your dps immensely
930 here and casuals are calling Legion fun
Its a TIMESINK YOU FOOLS
I play as a Resto Druid, didn't even notice this at ilvl 902, they probably did this because without and with Artifact bonus and Tomb gear, you would go around one shoting everything.
93 deaths on that hour long m10 cathedral run. thats an elitist boi
it wasn't snuck in on release, it was in effect the entirety of the PTR cycle, it's just that there was no mention of it and many people believed it was all part of the "world buff" blizzard applied to make stuff harder to account for better gear rewards etc.
They should make content more challenging baseline, not add in a retroactive difficulty mechanic.
Also cut back on the insane power creep that happens each patch, we need proper progression, not metzenforging.
World quests already drop better gear if you have higher ilvl, so I think its okay that mobs scale. At least until you reach the max ilvl that WQ's provide (860 currently). the mobs should scale until you reach that ilvl and then always have the same HP no matter if u are AT 861 or 915 ilvl. if they increase the ilvl reward from WQ's in the next patch the mobs can scale until you reach that ilvl, and so on.
the issue isnt from power progression its from twinks in all 101 gear being able to solo normal legion instances
But this doesn't affect instances or did I miss something? Because all I saw was Blizz stating that this would increase the damage and health of mobs in outdoor content.
I had no clue about the scaling either. The outcry was ridiculous, literally the only good point they had was that it made things harder for healers. Could had been fixed by buffing healers instead of reverting the change.
I liked the change :/.
well progress in ilvl won't even feel good now
its almost as if progress is nonexistant
You're stupid. They don't increase as ilvl goes higher. They increase once from 850 onward from everything Blizz has said NOTHING points to them increasing as your ilvl does.
As a ilvl 900 blood dk I honestly didn't notice that it took any longer to kill stuff in 7.2. Howewer it may be more noticable at lower item levels I guess.
Mob scaling sucks, makes the game worse experience for everyone in every way.
As a blood dk who is 890ilvl the only mobs i have trouble killing quickly are rares or elites bc they have a TON of health. The regular mobs i have no trouble, usually like 3-4 hits and theyre dead depending on if i crit or not and i can still pull giant packs without losing 1hp of my 5k health pool. So i didnt even know this was a thing until i saw a post on wowhead yesterday.
next patch 7.3 Fall of the Blizzard
LT Gamers Lietuva Plot Twist: Sargeras is actually Blizzard.
this has been said for every single patch after wrath lol
Whats the point on farming ap now if you don't get a sense of character prog, thank god hellfire is launching tomorrow.
Wow what happened to this game. I feel bad for the people still paying for this shit.
JK I'll probably end up coming back one day.
If you do come back FUCK you. And don't feel sorry for the people playing this shit. Their retards and I would say you should quit being friends with anyone who still plays this rotting ass game.
Norman Monrow yet you watch the video
All these flavors and you choose to be salty.
They're*
In wrath they made it so all tanks could AoE tank just by spamming 1 button. It was downhill from there.
The feedback thread (just 2 btw) were less than 1 page long (all those dozen comments and upvotes came AFTER Ians post), so it kind of makes sense that they didnt see it out of the thousands of other threads that get posted everyday that actually get traction with larger concerns.
you're such a good special boy!
until the "special boy " is found eating the paste
I agree with everything you had to say. Basically, its stretch out our game play, to milk us for the most time/$$. Long flight paths in vanilla, long runs to your corpse, massive AP needed to advance, scaling....I'll keep watch to see the outcome but for now its time to move on. Great vid, keep up the good work!
lol these comments
gz on your fanbase, Asmongold
Happyfunrun "This game is ruined, glad I don't play it anymore" - Why the fuck do you even care if you don't play anymore?
So many people seem to hate the game yet they still play it or they don't play it anymore yet they still complain about it. It's really weird what type of people can be found in comment sections/forums.
It's kinda like watching a building burn, it's fascinating watching inept devs burn this shit to the ground!
same comment every expansion. "gg blizz u killed ur game".. blah blah..
gg blizz u killed ur game
Small correction: the follow up was by Ornyx, not Lore.
So no point in collecting more than itemlevel 850 if you don't raid and want gear in raid-design. Bye bye WoW.
If doing worldquests is literally the only thing you do sure
F. S. if that's all you do in this game, I'm not sure why you're still around anyways.
+beast4life55 pvp... achievments mount runs maybe?
apparently reading comprehension is hard. they want power progression, they just dont want it at the absurb rate that has appeared in legion. if ilvl increases your dps faster than it increases the mob health then you have power progression. making this change work is just a matter of tuning.
That's like throwing away your food and eat the wrapper.
I don't mind the mob scaling with ilvl when I am in a DPS spec, but I main Mistweaver, and the mob scaling completely took the option of questing in Mistweaver spec off the table, I am 914 ilvl and the health and damage increase is a killer.
"7.2 is a good patch"
lol
Marcus Aurelius Severus Antoninus Augustus So one problem is enough to call it a shit patch? LoL, you ppl make me lose faith in humanity even more
But it is major problem, it removes meaning of gearing
The direction the game is heading and people supporting it is making me lose faith in humanity. Sure, it is better than WoD by a mile, but still.
Chief Justice gear score was also a major problem in wrath, the lore in BC was also taking a questionable route, yet no one is calling those expansions the plague of humanity,huh?
Chief Justice i haven't noticed anything major. Honestly all i had to do is pull smarter. The problem with the wow community is that they are use to blowing through mobs like they are nothing. these same people are the ones that want vanilla wow but complain about mobs taking too long to kill. i can say that yes the mobs hit harder but even on my healer it wasn't a big deal. healers always kill slowly to expect anything to die fast is retarded.
hey asmongold the rewards in worldquesting areas do get more powerful so far it is capped but if they would make they cap higher or cap the increase of strength at the same point it would not be to bad of a change
Mists of Pandaria still remains as the best expansion in my opinion.
Why gear when everything is scaled
PvE'ers kept telling everyone how great the pvp system was with obsolete gear and how everyone that wanted there to be gear progression in pvp were just "bads." Now they get a taste of that medicine and they cry and talk about unsubbing. It's not so fuckin awesome is it?
Truer words have never been spoken!
Apples and oranges. Do you see ANY serious PvP-focused game where gear progression (outside of during-a-match progression e.g. in mobas) is even a thing at the competitive level? Of course not. Because that's generally seen as a detraction from PvP, not a plus.
Not your follower yeah, I don't support any methods for dumbing down a game. but that's cool
Mobius one i think you missed the point, the thing with pvp gear progression is that if i put time into it i am allowed to stomp a player that doesnt. its the same like oneshotting a mob, you died to on fresh 110 its something that gives you the feeling of progressing and as asmongold said: not having the feeling of progression is bad.
lol what the fuck are you talking about I don't know anyone who was saying that
The problem is as an expac goes on and you gear and become more powerful that should translate to the world. Mobs that were once hard should become easier as you become more powerful not matching your power.
Vanilla WoW is better LUL
true man
was*
the core of this is that getting better stats is supposed to mean killing gets easier, especially lower levels but if everything just scales then there's no real reward for getting tougher. and for players like me that arent very good thats a problem. not just this scaling but the original one where once you hit level 110 everything else becomes 110 too
People still playing a game made by developers that think you are all stupid. LUL
Critical Hit What's truly stupid is getting professionally offended by a comment because you're a thin skinned, beta male mangina. 😂
are you actually saying the average player isn't stupid af? LUL go to your nearest tradechat the next time you log in and say that again with a straight face.
Lmao, bitches getting their tampons in a bundle. 🤗
Jedi Knight so true lel
Veltior And then these idiots get mad at me because I'm smarter then them and don't play a game where the developers have insulted the player base numerous times.
I don't notice any increase in power. All mobs I fight still die within a reasonable amount of time and I'm a tank. I think it's fine for mobs to scale with ilvl as long as they're not scaling faster than your upgrades.
I really don't see why this is an issue. I 1 shot mobs before the patch now I 2 shot them big fucking deal it's not as if you are in any danger of dying when out doing world quests
beyond getting ganked by a horde of the opposing faction :P
Which is entirely irrelevant for the purpose of this discussion
the point wasn't that, the point was that it takes you longer to kill a mob and the reward on killing it was exactly the same. FOE killing a mob in 1 shot would give you a piece 845 before 7.2. Now killing the same exact mob but taking it longer, and giving you the exact same 845ilvl piece. Thats the point on it. I didn't even noticed while playing on my main, but i definetly noticed on my alts, I don't really care much about it, but if you are taking longer to kill the same WQ over and over again, it gets even more boring then it was before
I don't get how people are content pulling 1 mob at a time. The amount of waddlers playing this game...
TIME SINKS ARE FUN TO CASUALS
They want you to do all the content while leveling, and then again at level cap. It means when you go to level the next character you're seeing the same stuff all over again that you did to level before and to keep up on artifact power.
Don't see a problem with this. This is a classic Blizzard can't win scenario. "Wow these world quests are so mindless and dull, we want a challenge!" so Blizzard decides to have mobs scale according to the players ilvl. "OMG these mobs have too much health and damage! Im supposed to be doing this with ease! Unsubbing!"
Blizzard isn't killing WoW, its community is.
Gh0stBustaz11 100% fucking correct. the even bigger problem is that the community of casuals and elitists are they are all elitist in the fact that they feel like just because they play, pay, and complain they are above everyone else and that blizz is the problem and not their view of a game they "hate" but for some reason don't have the balls to unsub. at least I respect AZ for not coming back to the game. he took a stand left and lived up to what he said. more in the community should follow suit.
Yup man, you got it spot on. If everything is too easy, players whine. If they try to give players a challenge, they whine. I don't feel like Blizz can ever win against the idiots.
The thing is no one complained about it being easy. So no Blizzard are fucking this game up.
More health doesnt make it more challenging I want more mechanics in my world quests mobs are dull as fuck
no. wow isn't dying at all. there are just a bunch of whiny bitches in the community, its hard to ignore their opinions as they will be very hypocritical when they take their opinion into consideration. you need to try to listen to the people actually giving feedback. like asmon is in this video.
As a 890 Prot pally i didn't even notice
The game is definitely not dead. Why are you all watching this video if you don't like the game?
.....i tried multiple servers and most are empty in both factions and i tried at different times but if your on a full server i can see why you would say its not dead but to most it feels dead
Because we miss the game in its former glory, from when it made MMOs more than just a fringe thing (Vanilla), to when it was arguably the best (Burning Crusade), to when it was empirically most popular (Wrath of the Lich King). Because the game has gone downhill and there hasn't been another to step up and replace it.
Brutal. I guess I must be then
Amanda Granfield I wouldn't call it dying but there's no arguing that the population is on a decrease. Doesn't change the fact that it's still the #1 mmorpg in the world and nothing will come close to it for about 2 years. (imo)
Because they're butthurt trolls.
I'm out of the loop, but regarding the comparison he made, what is the difference between MoP and legion as it stands? In Mop heroics were 463 if my memory serves me correctly, and SoO had legendaries at 600 with fully upgraded gear at 588. Hasn't Legion already overtaken that difference? I don't even know if this is the last patch.
This is why vanilla was better. We didnt bitch about how hard the game was. Legion = mobs get a TINY bit harder and people bitch and complain and say "bye wow, im done! Whats the point of gearing now?!" As a 910 i can tell you i can still kill 5 mobs faster than a 850 kills 1 mob.
Less QQ, more PEW PEW
Taylor Jenkins lol vanilla was better nice b8 m8
bro i agree with you vanilla being better at this ill give u an example u killed mobs 300 times and that's it your done you get the grind and you move on legion on the other hand is making those same mobs to be dead over and over again until the expansion is over so people getting mad on the repetitive stuff and yeah we have artifact power as well wohoo
I think people have changed since 12 years ago. People dont want content that is too difficult anymore, they wanna faceroll everything..
Vanilla sucked... the gear looked terrible, the zones are tired and old, and it was just not as good. period.
Vanilla didn't have scaling. Better gear was a reward worth working for.
Some of the rare spawn elites will die before you see them hit 0 hp since lower geared players are also tagging them. I'm guessing this is due to the hidden lower health we do not see.
Disliking because this is a non-issue and has been address already.
Wasn't expecting to pop defensive cooldowns with ilvl 879 fury warrior against non elite mobs.Maybe just the mobs were tricky most were fine.Should just scale up all the content the gear got a scale so new players will catch up quick enough
The amount of people moaning about this is absurd. It was barely noticeable and people are moaning like they can only pull 1 mob
people bitch because every one else bitches
idk, removing 1 ring and seeing the mob/boss losing 20% of its hp is a pretty big deal to me
( ͡° ͜ʖ ͡°) yea but if they fix the issue of removing gear, what's the problem?
try level a new character. Im getting my ass beat
First of all:
Many people, myself included, deem this change unnecessary. Especially considering the reason behind this change.
Second:
The way they presented this change is fucking gormless. They didn't post anything in the notes, then claim there was no feedback (even though there is) and went through with it anyway. WoW's PR team is a fucking disgrace and they should take classes from Jeff Kaplan and Geoff Goodman on how to communicate with their community.
This reminds me of how scaling works in PVP for SWTOR. In that game there are two options for PVP. Get all of the best PVP gear with all the proper item sockets or get a certain level of green gear for the ilvl and use that because it scales the best. The system actively encourages you to go out and get a specific level of ilvl green "junk" because you get the biggest boost from scaling.
That what will happen here unless Blizzard changes it or seals up the holes. Players just find the best way to cheese the system.
"Vanilla was better, because you couldn't just pull a group of mobs" And now bitching about this change?
jones But I am still able to pull 10+ mobs and AoE them down on my ilvl 900 monk? I doubt that an 830 geared character would be able to do it as consistently.
jones I think like the dev post mentioned, it was implemented for the particular intent of making mobs on broken isles/shore seem effective considering the fact that once Tomb of Sargeras comes out the gear you will obtain with be excessively overtuned with the regular Legion content. It would definitely feel way too easy demolishing every mob on the Broken Isles with ilvl 900+ standard lfr/normal raid gear so it kinda makes sense as to why they would have wanted to add gear to zone scaling.
A lot of factors played in vanilla's difficulty, this is entirely a different thing. Ignorance is bliss.
Very well said sir jones.
The ilevel scaling was put into the game in 7.1.5 i think they said. It was unnoticed until a few things went out of control in 7.2
First blame Blizzard because the Game is not hard like Vanilla anymore. Now blame Blizzard because they made the Game harder. What the fuck is wrong with the WoW Community?
Pascal Leinert are you so fcking stupid that u dont see the difference ??? vanilla had progression. This shit now doesnt.
Actually, even as a fan of older expacs, I gotta say vanilla had shit progression. Things were so unbalanced, it led to it to be broken. Hell, unless you consider questing progression then there is literally no such thing.
Now imo, Wotlk was the sweet spot for progression. And also the sweet spot of balancing casual content with hardcore content.
dude please... "making the game harder" doesnt mean hitting a mob for god damn 2 minutes.. you're missing the point
Exactly, just giving a mob more hp and increasing its damage is the most braindead approach to difficulty scaling in game development.
power progression (and power fantasy) are KEY to RPGs. Bliz needs to understand that it will make world quests easier and quicker to do for most player. It wont negatively hurt them. there should be a difference between lvls 100 and 110.
It's pretty obvious Blizzard has been gearing up to take WoW f2p for a while now. The game is going to continue to devolve until that time and after the initial surge in the player base, WoW will finally begin to lie down in its grave.
Get ready nostalgic friend-o's that, despite all signs are still holding on. This is the real fate of WoW.
Why would they ever do that when people have no problem buying game time? WoW is the world's most-subscribed MMORPG despite being p2p.
Foodoholic
Apart from x-pack spikes the player base has been on the downswing for quite some time, and its reached a point where Acti-Blizzard no longer reports active sub numbers. But putting paid subscriptions aside, (because I'm not going to claim to understand their business practices) it doesn't take a genius to see the direction the game has taken is along the same lines of other f2p titles, with more f2playness added every content patch.
Basically my observation comes from not being a doctor, but from having stayed at quite a few Holiday Inns.
Blip Blam Legit how it's the world's most popular mmorpg. How have they been getting ready for f2p?
Kyle Kline
Take a step back and look at the past few years of changes, then compare it with other games on the market and you'll begin to see a trend. It's not something that's going to happen suddenly overnight, as like you and Foodoholic pointed out, it's still profitable. But for how much longer? To pretend as if WoW can exist as it has in the past forever is naive, and I was simply pointing out the changing tide.
Blip Blam The game has been around for 13 years. That stat in itself disproves your "dying" narrative. The game has peaks and valleys around every xpac like it has since TBC. No other MMO has survived this long and is this lucrative. And even at its lowest points, it still has millions of subs. Even with arguably better games out there.
As a prot paladin, i still haven't noticed the ilvl increase, considering we pretty much oneshot most mobs if Avengers Shield crits
I'm usually a fan of your videos but this one is just a bunch of whining.
Just because the mobs scale doesn't mean that you don't have a power progression. Their stated intent was that you get stronger, but not so strong that you wind up globalling mobs. This is easy to adjust and they even mentioned it in the posts you quoted.
Example: mob health scales at 0.5% per ilvl. Player damage increases at 1% per ilvl. The player gain is higher than the mob scaling so your relative power increases.
I'm usually a fan of your comments but this one was just a bunch of whining.
Seriously though he was actually presenting both sides of the argument in the video. You didn't really watch it did you?
Or maybe you just scale the damage increase at 0,5% per ilvl and don't touch the mob health? sounds crazy, right?
they fukd up with ilvl power progression estimates in the first place and chose the dullest solution to the problem.
Sloppy game design job both times.
you're right - it would have been better to get the scaling right to begin with. but the outcry isn't that this is the "dullest solution to the problem" the outcry is "gear gives no advantage"
Actually if u watched the fucking video in the first place, you would know that Asmon doesnt give a shit about the scaling as is doesnt affect him. He is pissed at the way in which the change happened, and the two contradictory statements from blizzard that make them look like a bunch of liars. And he also briefly mentioned it would affect healers and tanks unfairly. He did not once "whine".
PRE WOD
First morning of the patch I pugged a group for HOV mythic +2. We wiped four times and gave it up not knowing what was wrong. Then on world quests three mobs were suddenly killing me, a holy priest. This is the worst idea in the eight years I have played WOW.
stop playing this ded gaem.
pls go to school
Staph watching it den
Stop failing kindergarden.
likewise
CSM-101 its so dead that its popular enough to still warrent your attention to this video
I think this brings up an interesting question about any game that uses RPG systems of levels, gear, etc. where there is a power increase. Power increases feel good, as development of a character is important to any RPG/MMORPG. However, power increases also decrease the difficulty of all content, meaning more content becomes less and less relevant as power increases. This leads to even games with large amounts of content only offering an incredibly small amount of relevant content at any given time, and all content over time becoming irrelevant... which feels bad. It also requires an endless amount of content or players will run out of things to do. All of these things become more important when we talk about games that are designed to continue indefinitely.
The typical way to deal with power increases decreasing difficulty of content is to have content which increases in difficulty as a game goes on. However, for games that are meant to be played much longer, power creep becomes a huge problem. This is why stats in WoW, for example, have gotten so ridiculous as time has gone on, and several times they have had to readjust the numbers of health and damage. Also adding to this problem, is even though levels end at a certain point, progression in power through gear continues.. meaning ilvl (the measurement of a gear's power) increases tremendously over the course of an expansion... and from expansion to expansion there is a huge jump in ilvl (reducing this disparity has also been a part of these number crunches).
These fundamental needs of the MMORPG genre are entirely at odds with each other: players want constant progression of a character and an ever increasing amount of content. Either extreme means either there is only a small amount of relevant content and players feel more on a treadmill (a theme park) than in a world with more and more things to do... or progression becomes meaningless but there is an ever increasing amount of content.
It is really a shame that older content cannot be experienced again, and entire zones and raids no longer longer mean anything (even if you run an old raid for transmog besides the look the gear has lost ALL value). So much of the insane amount of work that is put into an MMORPG is also destroyed by the same MMORPG. This could be fixed, and you could have an ever green model for all content, but even with this option the gear loses all meaning and progression in terms of power disappears.
I think it is possible to lean the other direction, with the developments of things like personal loot and scaling technology. Ilvl could continue to rise to a certain point before it is raised again, and all content could be relevant, but the only purpose of the gear and ilvl would be a barrier of entry to the most recent content. The challenge of a raid or mythic raid would always stay the same (being meaningful), and obtaining a piece of gear would again have an amount of prestige since it means you conquered this challenge. More colors (quality) of gear could be introduced to help with this idea of gear as a status reward, but the effect on POWER would still exist. Sure, you could even have the numbers the player sees when a spell hits a mob increase... giving the illusion of an increase in power; but it would still be an illusion. If a player sees the point of gearing to make content easier, what does that say about the player and how skilled they are?
Interesting to note, I would argue that power increases give the illusion of an increase in skill in the opposite. If I leveled up my Charizard a ton before facing Brock and crushed him, it doesn't mean I am a better player.... in fact, it means it took LESS skill to beat him. Players will always take power increases even if it makes the game less fun to play. In the pokemon example, it is only my sanity of farming wild pokemon in the grass which places a limit on this. It means a two year old can randomly push buttons and destroy Arthas... what was once one of the most epic and challenging fights in the game now means nothing.
Look at the differences between PvP systems for example. Either everyone is on the same level playing field, and progression does not matter or you can just gear up and crush noobs and your skill doesn't matter.
So pick your poison. Do you want the illusion of power or the illusion of skill? Which is more important to you? Games which cater to the illusion of skill means that how competent you are matters less; and if you want the feeling of reward from being a good player you have to run on a treadmill until the end of time, and the distinction between good and bad players is blurred or nullified.
Games which cater to the illusion of power mean that skill matters, and that content will always be relevant and challenging, but bad players will always hit roadblocks they cannot pass and cannot see all the content... it means that the progression of your character only matters so far as the content it opens up for you. You gain challenge and the prestige that comes with conquering it, but at the cost of feeling like you never really increase in power.
Which path would you choose? Would a compromise with some illusion of power, and some illusion of skill have the same massive appeal? I think it is possible (different difficulties for raids shows it is possible to entertain people of different skill levels). Would such a model be successful though? I think if we are honest with ourselves, most people prefer the illusion of skill. Crushing this illusion even a little can be brutal, but it would have the benefit of removing most of the treadmill, provide incentive for players to get better, and mean more content you could choose from.
What's the weapon transmog?
as a 907 fury warrior i also had no idea they did this
As a Prot Warrior I really didn't notice the recent scaling. It takes a bit of time for me to kill anything anyways and they still have a hard time killing me.
I am one that only started playing this game in BC, I never got the raw experience of Vanilla. But with that being said, what would be a better option was to inform of these changes, except in a different server. Make that server allow anyone who wants to play the game in those changes be able to create that character at 110 automatically so they can test run these changes in a controlled exposure. Basically a test server with those paradigm shifting changes in it only, like every expansion that happened before this. I would love to play the game in a Vanilla style, but first do it in a way that won't force people to basically pay for rage so the kinks can get sorted out. That's my thoughts on this. I'm aware this is the response of people wanting the game to be vanilla style, but with the new features we have ever since vanilla, you'd need to find ways to mingle that content in with this new Dark Souls level gameplay. That and most likely just make a few servers called "Hard Mode" and implement these changes only in those servers.
Healers maybe but tanks I have never noticed the change and have never had issues killing mobs as a tank.
got to admit at around 12:30 i see what he means the amount of worldquests ive missed out on cos some1 has just deleted the mob as i was running there, then had to wait ages for it to respawn lol guess they cld just up the spawn rate
i feel like being cheated by the studio everytime they release patchnotes and a couple days later people figure out major changes were implemented and deliberately left out in patchnotes.
love how he emphasizes the forum post at 9:56
I was wondering why it was easier for me to quest as my 875 mage than my 905 rogue. explains a lot. it was pretty frustrating on my rogue
Eh... I've already noticed large groups of people farming quest mobs (such as the fel murlocs) to the point where I can't even find one to kill as when someone in a groups tag them they become grey to you. That is far more concerning to me than item scaling.
so, do we keep around some 640 gear, and wear it to do dailies?
That rogue trying to gank you, man, im Horde myself, but that was hilarious xD
I thought when you got the new skills for your Artifact weapon that it maxed out the bonus damage AP sink? Or have I not gotten far enough on the Tomb isle?
when it scales at 850 only, it wont affect 101 twinks right?
I just dont understand why I would work hard to gain ilvl to just havw things scale up with me... seems like the gear is worthless
Im a Ilvl 910 Prot Pally. I had No idea this was even going on. Things Die so fast and when I Agro About 20+ Mobs per pull It Really Makes no Diffrence.
Thanks for your work Asmongold, really love listening to you. You've got some great opinions n' views in your lootbag :V
maybe it's cuz i'm more of a casual player that i have this viewpoint, but i don't really see it as a big deal. i have gotten lucky with some legendaries as well as titanforged etc, to the point where only doing some M+ and normal raids I'm at about 880 ilevel (pre-7.2.) i find it personally okay that things are bumped up in difficulty based on scaling. i feel like you cannot control the random lucky upgrades that you get, so sometimes the ilevel i was meant nothing in relation to the time and effort i put into the spec to learn how it functioned. i main a disc priest, so as a healer, i understand that my perspective is rather different than that of other healers, but also having played since launch, i had max AK before 7.2, it was hella easy to get my shadow artifact up to at least 30 traits, which boosted the dmg by a hell of a lot. again, maybe it's cuz i had 874 i think specifically before 7.2, but i didn't even notice the boost in dmg or health. i lost a lot of interest in the MoP daiilies because they just got so easy, and it was literally a burden to go out and do all of them. but with this, the outdoor world is still challenging, and i feel like i earned the reward i'm getting. maybe it's not the most popular opinion, i just wanted to add a little support amongst the dissent.
(i will openly admit i don't have any alts and haven't tried to level any, so maybe i would notice the difference on another character. in no way am i trying to say that this system needs to remain in place, there's plenty of content in legion for me to personally move onto that i wouldn't mind if the world was easier, i just wanted to shed some light on why it might be a good thing to some.)
They've already removed the bonus damage and have scaled back the hp, as a holy priest before they hotfixed it it was a pain, took like 15 minutes to do world quests instead of 10.
the best thing in 7.2 is that now your character turns his/her head towards your target.
I feel like this is a minor change, As people progress their artifact they get stronger and the time it takes to kill a creature becomes faster, Tanks and Healers get extra damage dealt per talent gained, It was about 1% increase damage dealt per talent for healers before 7.2 not sure what it is now. Of course DPS get 15% increase damage, the paragon artifact talent should be the point where people don't really notice this any more.
The Idea I think on why it was done is so that the World feels a bit harder since of course they want WQ to remain up to speed and to do that they need to keep them scaled up to be equal to say broken shore mobs or any new content. I am sure when Agus is added they will do away with the Broken Isles and have the content geared toward Agus stuff rather then the Broken isles but most likely they will not do this and just reuse the isle some more.
Is that a cloak enchant he is wearing? that makes him get a goblin glider?
Part of the reason why mobs are so easy to kill with good gear is that they are made too weak to begin with, even for someone in 800 ilvl gear. Making them tougher and eliminating the scaling with ilvl will eliminate the problem.
I didn't noticed the diference, and didn't bothered me that much, but I can see why Healers whould have trouble with it
I don't mind this on my rogue main, but it takes like forever to kill anything on my healer alt.
I'm a 870ish outlaw rogue... didn't even notice this with wq's in broken shore or isles. I can see this being rough on healers especially though.
As a 900 ilvl blood death knight, I didn't even notice the difference until someone mentioned it. Personally, I didn't think it was that big of a deal. There are quite a few changes they didn't mention in the patch notes (lots of them in the dungeons) that I would have liked to know about a lot more than this, honestly.
Damn dude, you already have the new turtle mount? Honestly on my frost dk I didn't notice the change in health until I seen a video talking about the ilvl scaling.
5:46 Stupid how on that post it talks about how trivial it becomes for a well geared player to demolish the enemies, when the whole concept and raison d'etre for doing it in the first place (WQs) is trivial to begin with.
I wanna feel like I can complete a character so I don't feel like I'm missing out on progression when I play an alt.