Nerfing heirlooms, but they are only as strong of average to good gear of your current level. And what's the point of increasing experience needed AND health of the mobs combined with these nerfs? A lot of players will be leveling new characters come the next patch, due to allied races, and this is Blizz monopolizing in how many are going to give up and use the boost feature. Shameless cash grab.
I use heirlooms for the XP gains, I hate that they have much higher stats so i am quite happy about this change
Oh, these stat nerfs aren't that terrible. I was thinking 5+ differences (well one of the changes is a 5), but they're mostly in the range of 1-4.Less on the Stamina, more on your primary, which is OK.If we're going to be doing a little less damage against mobs with a bit more health, then we should have just as good health to compensate. It's all still PTR, so the mob health could drop back down a little. Watch and see time.
Only in 2017, instant satisfaction craving people complain about leveling in an MMO, lmao. And you guys want vanilla, LOL, y'all have a rude awakening.If you want to be an overpowered nuke go play Star Wars: force unleashed. Because world of Warcraft, IS NOT meant to be that. WOW is an MMORPG experience.
I must just be having a dumb day. I like most of these changes and not oneshotting things is awesome, but it says the xp changes are supposed to counteract the increased HP, but unless I'm an idiot and reading the table wrong the experience needed to level is going up, not down. So you have to deal with both needing more XP and the mobs necessary to get it take longer to kill. That isn't counteracting anything, in fact it's doubling down in that both increase the time needed to level. I'm not opposed to this, I just find the statement ridiculous. Am I reading it wrong? Can someone point out how I must be incorrect?
Increase to XP needed and mob health coupled with Nerf to Heirlooms. The really want to slow down the leveling experience. Glad I have all my toons at 100 (or will be very soon). And that I invested in Rapid mind elixirs when they were in the 29k-32k price range. Prices are already up in the 50k+ range.
It wont help the new players, in fact they are screwed. If you balance the leveling around having a full set of heirlooms, those players that dont have them, will have to play against them with random greens, what will make the learning curve hard as f. Also nowdays I see plp in low lvl dungeons booting those that do "*!@#ty dps"... even though there is no difference in the overall speed since mobs die super fast anyway... imagine what will happen when those "low dps" new players make the dungeons much slower? I tell you, instant votekick :(After leveling 11 toons and a half during this expansion, I can tell what the problems are:a) Queing for random dungeons its a mess. You end up in the same dungeon 50% of the times (hello Utgarde Keep!). Let us blacklist a couple dungeons in our level range, or even better, let us queue only for dungeons we havent done yet. I dont mind if queue takes 30 mins, it ends up the same when I simply had to exit at start when I got into the same dungeons I finished 20 mins ago.b) 1-60 is totally unnecessary nowdays. It could be like 1/3 of the current required experience. So many levels you dont get anything new that justifies the learning curve.c) 60-70 its good. Maybe 25% faster would be nice.d) 70-80 its terrible. Could be 2x faster.e) 80-85 its the best leveling experience, sometimes I dont even do instances in that range.f) 85-90 feels slow. You also end up doing the same dungeon again and again, and questing its actually slow because of the terrain all the running involved.g) 90-100 is too fast with gold, but too slow for new players that cannot buy potions/fly.h) 100-110 is terrible. There should be no "fast way" to skip the current contentOn the constructive side, Ill give a solution:a) Make a "main questline" for every expansion, one that visits all/many of the zones with a few quests that allows you to level if you do them all. You could even make 2-3 different paths per expansion, and they could easily include a quest or 2 in the end of each expansion.b) "!" mark for that questline could be gold instead of the regular yellow, and they could be some of the current ones. c) Make heirloom extra-xp bonus not to work with those, so new players that want to reach the current expansion dont feel in a greater "disadvantage". d) Bring the leveling perk again (5-10% extra XP). Furthermore, make some heirlooms available to all guild members, so new players can join leveling guilds and socialize (not much talking in low level instances nowdays, you know). e) Adjusting the level of any area is nice, but sadly they made it incomplete. The fun part was to be able to level a new toon doing 1-XX only in pandaria, or only in TBC, in order to complete every single quest there... I was planning on deleting some toons in order to do that, but now we know that its only a wider lvl range. SADPANDA :(
This post was from a user who has deleted their account.
Like unless someone could link me something that says that they are turning the world up to mythic difficulty, I really think you guys saying new players are "screwed" is really, really exaggerating. No where have they said they are balancing around heirlooms, no where have they said the world is going to one shot you while leveling. I'm not sure why people are making this something it isn't.
Seems like something they would pull for all them new races for people to level >.< trying to keep them people in their game longer
It's really NOT encouraging people to buy a character boost... in fact it's probably going to even less. I'd rather earn tons of experience for a decent story... but what fun is it to level so quickly you get cockblocked in Western Plaguelands a quarter of the way through the story and get told, "Yea this is Andorhal... don't get used to it." That old gameplay... while it may be slightly faster or even drastically faster.... was boring as hell and absolutely made you want to boost or quit leveling. This will allow you to enjoy the zones for what they are. I do enjoy being a curse of agony turret while randomly leveling warlock alts every now and then, I think I'll be actually going through zones now rather than dungeons.
I can only speak for myself: a few months ago I wanted to play my first rogue. I started leveling, but it felt so mindless to me. I couldn't see myself doing this 1hit afk gameplay for 110 levels. I said to myself: I'm never going to level a character anymore- I earn enough money - so I bought a character boost. A few weeks later I was bored on my levelcap character, I'm not a raider and going back to other zones felt boring. I looked for a challenge and started Ironman leveling (including signing up on the website and following my rankings). It was the most fun I had playing a wow character up to now. That's why I really look forward to leveling new characters with a bit more of a challenge than that broken experience we have since the Cata squish. I don't care about boosts anymore.