Unequipping Heart of Azeroth and trinkets lowers your TTK on open-world mobs in BFA.

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This all traces back to level scaling. Since everything scales to player level, they need to be sure that a fresh level 120 can kill the mobs. Now what happens when a geared out player, doesn't even have to be a raider, they pretty much one shot everything because it is tuned toward fresh 120s.

This is an issue with their stupid level scaling for everything. Before they could dedicate entire zones to max level characters and boost their damage and health. Now that everything is dynamic they can't do that easily. It's a stupid system that will probably never be removed or fixed...
I can’t wait for this topic to be completely avoided during the Q&A tomorrow
08/21/2018 04:47 PMPosted by Relena
I can't help but feel that this really speaks to how low quality WoW has become.

That, of course, is just my opinion, but I don't see the point of an RPG that doesn't have tangible power progression.

We didn't get a new expansion, we got a hard reset.

Yes I loathe this feeling that I'm always chasing the scaling machine. I loved when you got more gear, then when back to what defeated or really challenged you and now you had some breathing room because you were better, better equipped, more experienced. Now you are forever weak. Horrible mechanic. Scaling sucks.
This is such a shame.

The game still has so much potential and it's like they intentionally sabotage it.

So many unanimously hated design changes in BFA that they could easily remove. Seems like their egos won't allow it however.
What happened to you blizzard?
08/22/2018 07:49 AMPosted by Ðeusvult
I have reached ilvl 340 doing WQs feels the same as doing it at ilvl 290 as in mobs still take forever to kill especially if 2 or more mobs are pulled. The desire to continue gearing up is almost gone due to scaling and wpvp scaling being trash.


Here is a good analogy.

Getting a raise is meaningless when everything I buy increases in price leaving me just as broke as before. Wow Scaling mechanics.
08/21/2018 04:13 PMPosted by Artimass
From Reddit: https://www.reddit.com/r/wow/comments/994tcc/unequipping_heart_of_azeroth_and_trinkets_lowers/

That's clearly a bug.
So has anyone actually done any numbers? I’m not doubting this is happening but people claimed it was happening last xpac when it factually wasn’t.
I finally convince three of my friends to return to wow and this happens.

I dont expecy any of them to continue next month. Might take a raid teir off myself and just get rep for Zandalari
08/22/2018 09:21 AMPosted by Phumbles
So has anyone actually done any numbers? I’m not doubting this is happening but people claimed it was happening last xpac when it factually wasn’t.


Just a 1 sample size test, I was at 340 iLevel and a mob had 50.6k HP with my smite doing 4.3k damage. I banked my neck and 2 trinkets to bring my ilevel down to 275 and the mob now had 25.3k HP with my smites doing 3.8k. Same cast time.

So the same mob would that would have taken almost 11-12 smites assuming no crits, now only takes 6-7.

Edit: Looks like banking the gear no longer works.
Level scaling seems like a good idea, on the other hand... Ilvl scaling keeps the open world a bit more challenging but it creates issues with progressing in power.

Idk, people complained a lot during legion that they just cut through the open world mobs no problem, thats where this Ilvl scaling really kicked off.

I feel like if I raid and have top end gear, I should be a god to open world mobs. But apparently a large portion of the community feedback was opposite of that. So here we are.
So has anyone actually done any numbers? I’m not doubting this is happening but people claimed it was happening last xpac when it factually wasn’t.


Posted by Watcher
Apologies for the delay in getting information out on this - our initial focus was on putting out other patch-day fires.

Yes, this reflects a deliberate change, but it's also not working exactly as we intended. The scaling may be too steep, and the fact that unequipping a piece of gear can ever be helpful is a bug in the system. We'll be looking into making changes to correct this in the very near future.

Power progression is an essential part of the WoW endgame, and the last thing we want is to undermine that. We stressed the importance of that progression when discussing how the level-scaling system worked in Legion around the time of the expansion's launch, and explained why we then had no plans to scale foes' power based on gear. But as we've watched Legion unfold, we've come to observe some side-effects of our endgame content plan and the associated rewards structure that made us reconsider.

We've never had the initial outdoor world content stay relevant for this long in an expansion before. By the end of Mists of Pandaria, for example, the mantid of Dread Wastes that had once been reasonable foes were completely trivial. They'd basically evaporate if a raid-geared player looked in their general direction. But there wasn't much reason besides achievements or completionism to revisit the Klaxxi dailies once Isle of Thunder was out or, later on, Timeless Isle. And the enemies in those later zones could be tuned to a proportionally more challenging baseline difficulty.

But in Legion, while the new content in Broken Shore is the focus of 7.2, and we've made sure that the core outdoor rewards (both dropped and from Nethershards) are superior to the rep-related rewards from the original factions, the intent is not for the Broken Shore to completely replace the rest of the game. You'll still go back to the other Broken Isles zones for emissaries, Legion Assaults (coming next week!), Order campaign quests, improved world quest rewards, and more. And as 7.1 and 7.1.5 progressed, we could see that even with Nighthold gear the pacing of combat was getting a bit silly - what would happen once new content made that level of gear more common, and once the Tomb raid pushed limits even higher?

To reiterate, power progression is an essential part of the WoW endgame. We absolutely want you to feel overpowered as you return to steamroll content that once was challenging. But there's a threshold beyond which the game's core mechanics start to break down. When someone trying to wind up a 2.5sec cast can't get a nuke off against a quest target before another player charges in and one-shots it, that feels broken. And even for the Mythic-geared bringer of death and destruction, when everything dies nearly instantly, you spend more time looting corpses than you do making them. You spend an order of magnitude longer traveling to a quest location than you do killing the quest target. You stop using your core class abilities and instead focus on spamming instants to tap mobs as quickly as possible before they die.

Our goal is basically to safeguard against that degenerate extreme. We tune outdoor combat for a fresh 110 around a 12-15sec duration against a standard non-elite, non-boss enemy. It's great for gear, over the course of an expansion to cut that time in half, or even by two-thirds. But once you get down to a duration of one or two global cooldowns, the game just wasn't built to support that as the norm. (Note that this is an current-content endgame concern; running legacy content for completion/transmog/etc. purposes is a totally different story.)

The intent of our change in 7.2 was to smooth out that progression curve a bit, not flatten it out, and certainly never to invert it. If you get a great set of item upgrades that make you 5% stronger, maybe the world gets 1-2% tougher. Perhaps instead of getting 400% stronger over the course of the expansion relative to the outdoor world, you only get 250% stronger. But you should always be getting more powerful in relative terms, and upgrades should always matter. From some reactions so far, it sounds like we may be off on that tuning. And as noted above, the fact that unequipping items can ever be helpful is a bug that we'll be investigating and fixing.

Finally, there's the natural question of why we didn't patch-note this. It was not to be deceptive; we know it's impossible to hide a change from millions of players. But the system was meant to feel largely transparent and subtle, just like level-scaling does if you don't stop and really think about it, and so we did want players to first experience the change organically. Your feedback and reactions and first impressions of the system are more useful in this particular case when they are not skewed by the experience of logging in and actively trying to spot the differences. Thank you for that, and I look forward to continued discussion.


https://us.battle.net/forums/en/wow/topic/20753886094
08/22/2018 09:12 AMPosted by Etcetera
I can’t wait for this topic to be completely avoided during the Q&A tomorrow


"Dear Ion, ShillyMcShillface wants to know why BFA is so awesome. Can you please explain?"
Whoever set the scaling curve is an idiot or the original post regarding scaling intentions no longer applies.

The current scaling curve is clearly and noticeably inverted both while leveling and when gearing at 120, and the fact players can gain relative power against the world by removing gear is absurd.
And once again lets hope thats some blue give us a feedback about this, before that turns into another "level up threads" on forum.. BUT ofc we know they dont give a f... and just do as they own please instead of hear community lulz
08/22/2018 09:54 AMPosted by Maxvin
And once again lets hope thats some blue give us a feedback about this, before that turns into another "level up threads" on forum.. BUT ofc we know they dont give a f... and just do as they own please instead of hear community lulz


Don’t get your hopes up
All that matters to them is, "did this take the player longer? Yes? Then good. Keep it."

We've been telling you repeatedly that their design is smoke and mirrors and integrity be damned.
08/22/2018 09:41 AMPosted by Nimiuss
Whoever set the scaling curve is an idiot or the original post regarding scaling intentions no longer applies.

The current scaling curve is clearly and noticeably inverted both while leveling and when gearing at 120, and the fact players can gain relative power against the world by removing gear is absurd.


It never applied every change made since Ion took over the game has been about increasing the amount of time required to spend in game this change is in line with that. They got called on it last time and hoped they wouldn't this time.
The only place you can get stronger now is in instances
10/10 game design
17 hours and 20 pages in, no sign of blues. So... working as intended?

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