No Level Scaling
Level 1 vs Mob A = 5 buttons pushes
Level 5 vs Mob A = 3 button pushes
Level 10 vs Mob A = 1 button push
Level Scaling
Level 1 vs Mob A = 4 button pushes
Level 5 vs Mob A = 4 button pushes
Level 10 vs Mob A = 4 button pushes
I've actually definitely noticed myself getting stronger as I level up. I don't feel that OP at any point, but I'm definitely more powerful than I was at level 1.
I don't like the leveling system now either.
No since of accomplishment.
Everything just feels bland.
This game is bland.
I think an option to turn it off, would be appropriate, so that everyone can enjoy the game how they want.
If it's going to stay blanketed like this, I might just have to go some place else.
No Level Scaling
Level 1 vs Mob A = 5 buttons pushes
Level 5 vs Mob A = 3 button pushes
Level 10 vs Mob A = 1 button push
Level Scaling
Level 1 vs Mob A = 4 button pushes
Level 5 vs Mob A = 4 button pushes
Level 10 vs Mob A = 4 button pushes
NewBlacksmurf wrote: »I think it may help to go read the One Tamriel path notes in detail.
This is better for everyone. If you've played TES games prior to Skyrim, those games have the world level up as you level up.
It's the same thing going on here as much as a server game allows it. So if you're a solo player, now all zones and quests are available 100% regardless of order.
This creates a much deeper solo experience for you and crafting, etc moves as you move based on passives and your character level
NewBlacksmurf wrote: »I think it may help to go read the One Tamriel path notes in detail.
This is better for everyone. If you've played TES games prior to Skyrim, those games have the world level up as you level up.
It's the same thing going on here as much as a server game allows it. So if you're a solo player, now all zones and quests are available 100% regardless of order.
This creates a much deeper solo experience for you and crafting, etc moves as you move based on passives and your character level
Which is really useful if at some point you don't care that the other brother of Strife is running loose.
They absolutely could put in a way to turn off scaling for yourself, without affecting anyone else.
The world is champ 160. Each character is scaled up to that, individually. So just have an option to turn off your own level boost, so that you are running around with the true state of your level.
You would likely get slaughtered while you are below level 35, because everything is still default champ 160, and fights at 40 would feel like titanic struggles that get easier as you arrive at the mob level.
But, it could be done without impacting other people.
So I recently came back to ESO after a long break and found the game completely broken. Level scaling.
How do I turn this off? I can't seem to find the option in the Settings.
The game feels busted. There is no point to leveling anymore, since everything feels like it's the same difficulty. And I can't seem to find certain craftable items anymore. I've wandered around low-level and even the Starting areas to find materials, and they're not there.
Am I missing something, or is this how it is now, all the time, with no way to change it?
NewBlacksmurf wrote: »They absolutely could put in a way to turn off scaling for yourself, without affecting anyone else.
The world is champ 160. Each character is scaled up to that, individually. So just have an option to turn off your own level boost, so that you are running around with the true state of your level.
You would likely get slaughtered while you are below level 35, because everything is still default champ 160, and fights at 40 would feel like titanic struggles that get easier as you arrive at the mob level.
But, it could be done without impacting other people.
You literally wouldn't be able to do anything until you hit level 50 so it's pointless to offer the frustration of it.
That's my thoughts....I don't think ppl actually comprehend how much scaling is effecting your character and the NPCs
NewBlacksmurf wrote: »They absolutely could put in a way to turn off scaling for yourself, without affecting anyone else.
The world is champ 160. Each character is scaled up to that, individually. So just have an option to turn off your own level boost, so that you are running around with the true state of your level.
You would likely get slaughtered while you are below level 35, because everything is still default champ 160, and fights at 40 would feel like titanic struggles that get easier as you arrive at the mob level.
But, it could be done without impacting other people.
You literally wouldn't be able to do anything until you hit level 50 so it's pointless to offer the frustration of it.
That's my thoughts....I don't think ppl actually comprehend how much scaling is effecting your character and the NPCs
That's why I gave the example of me struggling with the flesh atro - to make it relatable, to make the numbers into a scenario.
Slaughtered below level 35, no matter what gear is worn. 'Pack a lunch' 30 minute long fights with a single mob that sloooooowly get shorter.
FriedEggSandwich wrote: »No Level Scaling
Level 1 vs Mob A = 5 buttons pushes
Level 5 vs Mob A = 3 button pushes
Level 10 vs Mob A = 1 button push
Level Scaling
Level 1 vs Mob A = 4 button pushes
Level 5 vs Mob A = 4 button pushes
Level 10 vs Mob A = 4 button pushes
This would be correct if you always had the most optimal gear on, but the way that gear drags you down if you out level it means that this isn't true. It's not feasible to upgrade all your gear every time you level up, so what happens is you get weaker and weaker until you upgrade your gear, and then you have a period of strength which diminishes every time you level up but don't upgrade your gear. I agree that perfect scaling would be boring, but it isn't perfect scaling; the feeling of getting stronger comes with acquiring new gear.
FriedEggSandwich wrote: »No Level Scaling
Level 1 vs Mob A = 5 buttons pushes
Level 5 vs Mob A = 3 button pushes
Level 10 vs Mob A = 1 button push
Level Scaling
Level 1 vs Mob A = 4 button pushes
Level 5 vs Mob A = 4 button pushes
Level 10 vs Mob A = 4 button pushes
This would be correct if you always had the most optimal gear on, but the way that gear drags you down if you out level it means that this isn't true. It's not feasible to upgrade all your gear every time you level up, so what happens is you get weaker and weaker until you upgrade your gear, and then you have a period of strength which diminishes every time you level up but don't upgrade your gear. I agree that perfect scaling would be boring, but it isn't perfect scaling; the feeling of getting stronger comes with acquiring new gear.
^This. I currently have a level 49 alt wearing level 40 crafted gear. She was doing great at lvl 40 but now she is struggling. Can't wait for her to reach lvl 50 so I can equip a CP160 set.
I don't like the leveling system now either.
No since of accomplishment.
Everything just feels bland.
This game is bland.
No sense of accomplishment? You mean in the prior system getting 1-50 was an accomplishment? When I cam back to ESO a month ago. I looked at my Sorcerer which I had maxed out when I first played the game over a year and a half ago long before these changes.
My mount had less than 15% riding skill. That means I hit those Veteran Ranks in under 2 weeks of playing (cause I DO remember logging in that character each day to buy a rank when I was actively playing them).
There was no sense of accomplishment for leveling. The sense of accomplishment came from doing Veteran Dungeons and Trials, just like it is now. All they did was take away the restrictions of where you could go while leveling and scaled the dungeons and made them relevant for all levels.
I always see this in MMORPGs from people who claim to support levels. A sense of accomplishment. Its like leveling is a hard thing or something. Or somehow reaching max level is 'beating the game'. No.. frequently (hell I'll say ALL the time, as I've yet to see a MMORPG do this differently) when you reach max level, you've completed the extended tutorial. You've entered the beginning of endgame. The place where the majority of the playerbase and community measure and challenge one another at.
There's absolutely no reason to keep players locked in 'leveling content' for more than its absolutely necessary to learn the basics of the game, the basics of their class, and some semblance of their role. The reason for this is you split new players away from existing players. Which is bad. That's a good way to get a new player to more often than not, to quit your game. No one wants to level for a month or two alone trying to play catch up to play with others.
This is not a solo game. The amount of solo content we slug through should be minimal. Leveling is solo content. I know when I am a new player in a MMORPG my goal is to get into groups with players as soon as possible. Not collect 8 jewels, kill 10 boars, or pick up a book and run an errand ad nauseam. I want to job right into my chosen role, and start on collecting gear right away.
I even think they should remove levels and basically start us at 50 and earning CP right away. Set CP requirements for Vet Dungeons (a feature many of you want). Rescale the gear to reflect that change. And we earn skillpoints as normal (the ones from leveling are given every couple of CP earned to a point).
I don't like the leveling system now either.
No since of accomplishment.
Everything just feels bland.
This game is bland.
No sense of accomplishment? You mean in the prior system getting 1-50 was an accomplishment? When I cam back to ESO a month ago. I looked at my Sorcerer which I had maxed out when I first played the game over a year and a half ago long before these changes.
My mount had less than 15% riding skill. That means I hit those Veteran Ranks in under 2 weeks of playing (cause I DO remember logging in that character each day to buy a rank when I was actively playing them).
There was no sense of accomplishment for leveling. The sense of accomplishment came from doing Veteran Dungeons and Trials, just like it is now. All they did was take away the restrictions of where you could go while leveling and scaled the dungeons and made them relevant for all levels.
I always see this in MMORPGs from people who claim to support levels. A sense of accomplishment. Its like leveling is a hard thing or something. Or somehow reaching max level is 'beating the game'. No.. frequently (hell I'll say ALL the time, as I've yet to see a MMORPG do this differently) when you reach max level, you've completed the extended tutorial. You've entered the beginning of endgame. The place where the majority of the playerbase and community measure and challenge one another at.
There's absolutely no reason to keep players locked in 'leveling content' for more than its absolutely necessary to learn the basics of the game, the basics of their class, and some semblance of their role. The reason for this is you split new players away from existing players. Which is bad. That's a good way to get a new player to more often than not, to quit your game. No one wants to level for a month or two alone trying to play catch up to play with others.
This is not a solo game. The amount of solo content we slug through should be minimal. Leveling is solo content. I know when I am a new player in a MMORPG my goal is to get into groups with players as soon as possible. Not collect 8 jewels, kill 10 boars, or pick up a book and run an errand ad nauseam. I want to job right into my chosen role, and start on collecting gear right away.
I even think they should remove levels and basically start us at 50 and earning CP right away. Set CP requirements for Vet Dungeons (a feature many of you want). Rescale the gear to reflect that change. And we earn skillpoints as normal (the ones from leveling are given every couple of CP earned to a point).
Doctordarkspawn wrote: »Honestly the scaling broke this game in so many ways that people dont wanna admit and the designers dont wanna admit. Remove it outright.
FriedEggSandwich wrote: »No Level Scaling
Level 1 vs Mob A = 5 buttons pushes
Level 5 vs Mob A = 3 button pushes
Level 10 vs Mob A = 1 button push
Level Scaling
Level 1 vs Mob A = 4 button pushes
Level 5 vs Mob A = 4 button pushes
Level 10 vs Mob A = 4 button pushes
This would be correct if you always had the most optimal gear on, but the way that gear drags you down if you out level it means that this isn't true. It's not feasible to upgrade all your gear every time you level up, so what happens is you get weaker and weaker until you upgrade your gear, and then you have a period of strength which diminishes every time you level up but don't upgrade your gear. I agree that perfect scaling would be boring, but it isn't perfect scaling; the feeling of getting stronger comes with acquiring new gear.
DRXHarbinger wrote: »FriedEggSandwich wrote: »No Level Scaling
Level 1 vs Mob A = 5 buttons pushes
Level 5 vs Mob A = 3 button pushes
Level 10 vs Mob A = 1 button push
Level Scaling
Level 1 vs Mob A = 4 button pushes
Level 5 vs Mob A = 4 button pushes
Level 10 vs Mob A = 4 button pushes
This would be correct if you always had the most optimal gear on, but the way that gear drags you down if you out level it means that this isn't true. It's not feasible to upgrade all your gear every time you level up, so what happens is you get weaker and weaker until you upgrade your gear, and then you have a period of strength which diminishes every time you level up but don't upgrade your gear. I agree that perfect scaling would be boring, but it isn't perfect scaling; the feeling of getting stronger comes with acquiring new gear.
^This. I currently have a level 49 alt wearing level 40 crafted gear. She was doing great at lvl 40 but now she is struggling. Can't wait for her to reach lvl 50 so I can equip a CP160 set.
This is the problem for grinders...I used to just wear a level 10 armor set in maelstrom and that was it. Now I have to change gear entirely every 7 levels as it takes too friggin long to kill anything. Currently in purple gear you lose around 110 weapon damage per level over your gear...it's just tedious now having to go back and forth and waste scrolls / xp pot time. This was not a great idea.
But the rest of it was fine, bring people up to a level they can fight at..great...but then bring them down rapidly for progressing...bad.
Must be painful now for first timers with no friends in the game..random green gear ftw.