World of Warcraft players are noticing major issues with item scaling and gold inflation

    
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Oh. Thanks.

The Heart of Azeroth in World of Warcraft: Battle for Azeroth is meant to be a powerful relic containing the very essence of the world. But you’re better off tossing it in the bank and never using it, apparently. Due to the way item scaling works in the game, players have noticed that unequipping the Heart of Azeroth and a few other items like trinkets, then stashing them in the bank, lowers your item level significantly without actually lowering your DPS substantially. Which means that enemies scale down and become weaker while you hit just as hard.

You would think that “the best use for this artifact is to never use it” would be enough major issues for one expansion, but it seems like the implications of open-world scaling alone weren’t the only things not thought through. The expansion launch has seen WoW Token prices plummet, meaning lots of people are buying gold right now… and that gold is going to lead to an unpleasant inflation circle which was avoided scrupulously through the last expansion. So it appears the real battle for Azeroth is fought not in battlefields, but in auction houses and with a lack of equipment.

Source: Reddit, Polygon; thanks to Microwatt for the tip!
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Ben Stone

The scaling at 120 is really wonky. it was faceroll easy from 110 to 118, normal difficulty from 118-119 then bam, massive power reduction. Yes its fine once you get to 310 ilvl, but theres not much reason for open world content to be so tough for fresh 120s, when its the same content they were facerolling in their early 110s. It isnt the biggest deal, you get over the hurdle quick, but they should work on it to smooth the transition and maybe make early 110s tougher.

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Max Sand

>”WE WANT CHALLENGE IN OUR MMOS”
>”MOBS DON’T FALL OVER DEAD AFTER ONE HIT WAAAAH”

jeez, even with this tidbit of info, I have no issue keeping my gear on and playing as intended. I die in the open world(as an arms warr currently 325 and was in no rush to gear as fast as possible) when i pull too many mobs or underestimate a rare but its not common and I enjoy that the game isn’t a faceroll for once.

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Max Sand

On the flip side, fishing up the Great Sea Ray is way too easy, i caught 4 last night doing like, 200 casts. 2 of em back to back. Hard to justify selling the thing for any good amount of gold when its as common as the midnight salmons lol.

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Bruno Brito

Well, most of the complaints i saw on reddit is that your character actually grows weaker as level goes higher. World PvP is favoring Legion-geared characters because of legendaries and such. This isn’t really a small issue.

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Max Sand

I am doing World PVP regularly. Have been in war mode since launch. At around 300 ilvl, I generally am smashing everyone. Legendaries lose their effects at 116, and I am not getting beaten in 1v1, small groups or raids by level 116 players. Perhaps in some rare min/max configs they stand a chance, but generally speaking I have not witnessed a 116 or lower beating anyone in even basic, normal dungeon gear at 120.

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Dobablo

It is a temporary issue and will go away once L120s start wearing raid gear, there are fewer leveling players and those that are stop being decked out in Legion endgame gear.

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nomadmorlock9

I leveled my Guardian Druid with Feral Affinity up to 120. Had a great time. It started getting a little sketchy at 118. Things taking longer to kill, taking more damage.

When I hit 120 I spent a couple evenings doing other things, and I went back tonight to continue questing to unlock (eventually) world quests.

What I experienced was very unlike anything I had in BFA. It took me 6 or 8 + full rotations to kill 1 normal (non elite mob). That 1 normal (non elite mob) would have me (a tank) at half health, before I could kill it.

I completed 2 quests and had to stop because I just couldn’t deal with not being able to complete quests due to the massive time to kill. I don’t really believe you should need a dedicate healer to level. My item level is 300.27 and this has made me not even want to play the game any longer.

It is awful. It is not fun.

I know some classes aren’t experiencing extreme swings like this. I know Druid is one of the worst at the moment. I just can’t bring myself to play again until it’s actually fixed.

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Bannex

Ahahaha this is the exact response that contradicts all the mmo purists out there saying wow is too easy and isn’t an mmo anymore…

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Bannex

This just in, BFA is more WoW!
This and more breaking news at 11.

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Sariel

Emphasis on “breaking”!

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Sorenthaz

This is the problem with stat squishes and then adding so much iLvl variance before the raids even open up. Seems like Blizzard is stumbling about trying to control the flow of the game in a way that avoids how Legion got where folks could steamroll content after a few patches and roughly a 100+ iLvl difference between fresh 110s and endgame gear.

Mr. Bigglesworth
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Mr. Bigglesworth

If you put the necklace in the bank (thus lowering ilvl) does it lower the ilvl on World Quest gear rewards?

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Bryan Turner

Open World is Open World, I don’t personally think it’s been too terrible, but then I’m not one of these maniacs that are hell bent on grinding faster and hotter than a muscle car with out oil so everything has been adjusting fine for me.

Open World being a little bit tougher at max level isn’t something I’m a stranger to any way, it’s not like they went from Core Tyria to Heart of Thorns, bunch of cry babies if you ask me but hey.

Now Ilvl increases show improvement though where it’s meant to happen and that’s in instanced group content. I see nothing wrong with keeping Open World relevant and slightly challenging for awhile, keeps it fresh, makes it feel good that I’ve got DPSers following me around and gathering up 10 plus mobs to burn down while I’m popping CDs trying keep on the bleeding edge of staying alive in a tank spec, I call that some real crucible of fire training right there.

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Vinnie travi

I play Pally tank while questing and noticed a little jump in dificulty at 120. I actually died while trying to solo 6 mobs at once (something I would of had no problem with at 116). I say thank god to that. It is so easy leveling there is no real enjoyment in it. I like reading the quests and following along but the gameplay has to be somewhat challenging to be engaging. It is still way too easy at 120 but at least it is possible to die.

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Ben Stone

i had no issues with HoT? The power drop at 120 is very noticable. you can work past it but its silly that the same content you were fine with a level ago is now painful.

Polyanna
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Polyanna

Lots of folks have forgotten or were not around when they first introduced this way back in Legion, in early 2017. Even the way they did it was sketchy, with a stealth hotfix and no disclosure at all in patch notes or any discussion beforehand.

Then when everyone instantly figured it out they spent a week furiously backpedaling trying to pass it off as some minor tweak and saying they didn’t announce it because they thought nobody would even notice. Which is self-evident bullshit ofc; if it’s true that nobody would notice, obviously there is no reason to even make the change.

It was also an abrupt, total reversal of their insistence for more than a year througout Legion that the open world would NOT scale with ilvl at the level cap because they thought it was important to feel more powerful as you gear up.

This is not a new issue at all, and it’s been hashed over, over and over, for ages now. It’s still a stupid mechanic, and they still refuse to walk it back. Doubtless this will be one of those things they’ll stick with for years for no good reason, never just admitting it was a dumb idea from the beginning.

And then sometime around the announcement of the next expansion Ion will have another one of his famous mea culpa streams where he vaguely babbles about how “mistakes were made” with ilvl scaling and they’ve come up with the genius idea of eliminating it entirely in the open world, which will be wonderful and will fix soooo many problems . . . in the next expansion.

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anarres

But why was it done in the open world at max level? I find in a reddit thread linked here that Blizz wanted to fix overpowered players one-shooting too many things. Ok, for that purpose they could have scaling with ilvl at max, but with, let’s say, half the effect. Or one third, you name it. So you can still get a feeling of increasing your power over the environment, but probably take more than one shot.

Andy McAdams
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Andy McAdams

I was reading another reddit post here https://www.reddit.com/r/wow/comments/99bxio/data_on_item_level_scaling/

I think what Blizz was going for (no comment on the success or not) is that the current state where people are having a problem right now is transitory. Looking at the fuzzy data pulled here is that things re-normalize around 340 ilvl. I think, as one of the posters on reddit says, once we ‘over-level the transition’ the problem fixes itself.

What’s unclear to me is how long it will actually take the average player (like, legit average player) to hit the point in the curve where things start to normalize again. If Blizz tuned this wrong, they could potentially have max level questing / open-world stuff the most grinding and negatively impactful to the largest population in the game. (I’m making the assumption that the average player isn’t running mythics yet get up to higher ilvls)

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anarres

That thread OP is pretty clear, and I agree, that problem should fix itself when higher ilvl gear is available.

So it is something like mob power increases with 1/3 or 1/4 of the player power increase, at max lvl after a particular ilvl (apparently 300). This doesn’t sound bad at all.

The rest is fun with adjustments for class balance I suppose.

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anarres

So the scaling is with ilevel, not with level? I think a previous MOP article was suggesting it’s with level.

I don’t know how you can solve the problem that the player should feel some progression if you scale by their total ilevel. Seems impossible by definition. It doesn’t matter if you fix bumps like damage done when equipping/unequipping heart.

You could, I suppose, make a complex calculation where for higher ilevels than average you add to player power after you got the base values for player and mob, but seems…upside down logic.

Palamah
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Palamah

Mobs scale with level until you hit the level cap, and then they scale with gear ilvl instead.

This was the same in Legion, but things seem to be worse in BfA for pre-raid 120s, than they were for pre-raid 110s in Legion. Maybe there’s some interaction with the ilvl squish that happened in BfA that’s causing higher mob scaling than perhaps would be expected.

Or it could just be that classes were nerfed a little too much in BfA compared to Legion…

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anarres

Thanks, that makes sense then.

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Michael18

This is exactly why I am so sceptical of scaling (at least forced auto-scaling). Gaining a level or finding an item with higher stats should be a reward and not a punishment.