They don't add zone scaling for that exact reason, really. They want gear progression to matter. They more specifically scaling specific pieces of content that they want to, such as FATEs, instead.
I agree that gear progression matters, but it stops mattering once the expansion is over. We become so powerful that hunts cease to be the fun they once were at release, where their attacks 1 shot most players and left bodies everywhere. I don't propose zone scaling for this, but rather just having the hunts get a status effect that adjusts incoming/outgoing damage based on the level difference to the target. This way we don't have to press a sync button and it doesn't affect normal mobs that we still want to 1-shot.
A common reason people will suggest zone scaling is so they can do the MSQ with friends, but because the MSQ is not a joint experience like many of SWTOR's cutscenes, it's not worth it for that reason anyway. MSQ is a solo experience and the best you can do is watch them stream it.They don't add zone scaling for that exact reason, really. They want gear progression to matter.![]()
i barely feel any progression tbh.
a new lvl cap gives you more skills? sure, but only after taking away other skills. lvl 100 feels kinda like lvl 90 felt when it was max lvl. but lvl 90 feels worse now. actually 1-99 feel worse now xD
whats the point in new skills?
better gear for more dmg? great now bosses die faster, we play less and also see less mechanics (only the boring ones because bosses in ff14 have all these boring tutorial phases)
getting savage gear for... doing dungeons a bit faster?
ultimates on release are pretty much the only cases you need savage gear for.
Last edited by Asari5; 06-18-2025 at 05:42 AM.
In SWTOR they totally messed it up - at max level it actually takes longer to kill stuff on a level 30 planet, than when you're doing it with a level 30 character. The higher your level and the better gear, you feel less powerful in open world and in heroics. It's riddiculous.
Idk I wish they did something to make the overworld a bit more interesting, but I don't think I want to level sync down even more in its current state. I'm pretty sure most other games let you keep your kits in some fashion, whereas we do not.
Also gear progression at this point is more of a nuisance than anything. We're just progressing so we keep up with content on release, not so we can 1-shot mobs in Thanalan and feel good about it.
Yeah, the problem is that syncing doesn't solve most of the problems with the overworld. Hunts are the one thing that may benefit while everything else would remain dull, or become even worse because you wouldn't be able to brute force your way through generic mob spawns or fetch quests by being overleveled or having another player help.
Unless SE wants to invest in redesigning existing areas, they should be left alone. They can approach the problem by making any new areas more interesting and better balanced. I'd like to see a mix of intended player levels as a part of that.
We're talking open-world. It's been a few years since I played WoW, but I remember one of the more common complaints back when I played it was how you would actually get weaker when you leveled up because mobs would get stronger but your gear stayed the same. Hitting max level in particular was a detriment to your character until you were able to get a good chunk of end-game gear.
Imagine you're level 90, and the next expansion comes out.
First you pull whatever you see, 5 mobs, 10 mobs, all the same.
Then you reach level 95. Suddenly, every mob has a boatload of HP, and hits like a truck. So you pull 2 mobs, and you're dead.
The scaling is also broken in a lot of places, AFAIK in certain game modes a level 10 does like 10 times the damage of a max level character. Imagine the fun when you (max level) get into a group with a level 10, who pulls the entire dungeon and survives (there are no walls in WoW dungeons).
This is one of the (many) reasons I finally left that dysfunctional game for good.
In RIFT you can choose which level you want to play as. You can set your level at any level between level 10 and 5 levels below your actual level (65 at 70). Plus you keep all your abilities.
Last edited by MsQi; 06-19-2025 at 09:32 PM.
"A good RPG needs a healthy dose of imbalance."
https://www.youtube.com/channel/UCuC365vjzBFmvbu6M7dB80A
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