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Middle of the road patches in World of Warcraft are rarely so impressive. But 7.3.5 has almost entirely reinvigorated the leveling process of the game. By activating leveling scaling across the entire game, with some caveats, the act of raising a new character is not only inviting, but it’s far more enjoyable because you can finally do it however you want. 13 years into Azeroth’s MMO existence, and leveling is now the best it’s ever been.
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I usually play casters and ranged, thinking of starting a Rogue to level up to experience the new system. Also, I LOVE that we get to skip Outland. Easily the weakest area of the game for me. I hated hitting 60 and needing to slog through it before getting to Wrath zones.
Not yet. It's still 90-100. I expect in the future, it'll be flexible with Legion. Right now the few that are flexible are TBC and Lich King for 60-80 and Pandaria and Cata for 80-90. So Wardlords is still 90-100 and Legion is still 100-110.
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Just curious as to why they needed another major extended patch to bring the health back down for raids, it should have been something simple to do. Feels like they are changing more but not telling us just like they didn't talk about the mob health increase in the first place.
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While cool that they finally have implemented such a great thing, and I'm really enjoying leveling my Paladin right now. I feel as though MMORPG's in general are really missing the mark on the whole leveling, exp and progression system as a whole. Creating zones that are level and quest locked where a mistake in inception. Anyone who has played older MMO's (ones that were out just a few years before WoW) should remember the grind of level caps taking forever, but you were not locked into a zone or area. You always felt you accomplished something when you logged in and communities were much closer.
Take Asheron's Call, originally it was 126 level cap, it took years or a XP chain to get to that point, but you could go back to starter towns and kill Drudges or Shreth for the same amount of EXP no matter what level you were at. Now, getting 150-250 exp per kill when you needed 100's of millions would not be the best choice, so you would fight tougher mobs to get 50-250k per kill, typically with a group of friends.
So, where am I going with this? Leveling to get to cap, just to do end game content seems to be the pain point (in my opinion) of many MMO's. It is good to see WoW is moving to keep people playing together, and allowing you to make your choice of where you want to go, to level and experience the LARGE game that is WoW. So, in the end this is a welcome change, and hopefully this will help curb some of nostalgia we all have for Vanilla.
I do agree that future MMOs would benefit greatly from integrating this or similar scaling.
What do you care if someone wants to pay for a boost?
It's what I played it for. I was never an end-game treadmill guy. I always loved leveling.
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Besides scaling doesn't do much for WoW, when it's barely an RPG at it's core. The game world is shamefully unimmersive and generic. On top of that quests and story writing is incredibly bad, which makes adventuring in older zones even more pointless. Most of the playerbase is at the endgame anyway, chasing that carrot on the stick, over and over again. Can't blame them, it's that kind of a game.
Personally I prefer MMOs with living breathing worlds, full of details and that can provide a good story. WoW never had that.
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That being said power leveling a friend through dungeons is as good as it's ever been for content you'd rather skip.(WoD I'm looking at you.) You get full mob XP and you can typically just hit every dungeon for quests rather flying all over the world to get to ones that are level appropriate.
As it stands I appreciate the scaling change but at the same time I only had two classes left to level up to 110, lock and death knight, and I'm not so certain that I'm willing to put in the additional time it takes now to finish