Ahora las criaturas escalan con nuestro ilvl

Alberteban

Así es, tras este parche muchos jugadores han empezado a reportar que los mobs tienen mucha mas vida que antes, alrededor de un 20% mas. Y que a cada jugador le estaba dando un valor distinto. Blizzard no ha tardado en confirmar que es un cambio intencionado, aunque no pretendían que se notase tanto:

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.

Mafioso14

worth

Si escala con el ilvl como coño no se iba a dar cuenta la gente? Si antes ibas y matamos de dos básicos a un bicho y ahora tienes que combearlo.. es que algo han tocado

HeXaN

Una de las razones por la que una parte de la comunidad está bastante cabreada. Hace que pierdas la sensación de ser más poderoso al conseguir equipo y a muchos no les ha gustado.

raaden-

Todo el mundo esta jugando quitandose 1 anillo. Pierdes un monton de ilvl, algo de stats pero los mobs pierden mucha vida. Aun asi yo lo he leido despues de hacer las quests y estaba oneshoteando los mobs igualmente. Veo un poco desmesurado el cabreo pero se fixea quitandose un anillo (ilogico pero cierto xD)

4 respuestas
B

Pero esto afecta solo a raid o tambien a todos los bichos del mundo (quests, etc)?

Vale veo que si que afecta a todo,

We tune outdoor combat for a fresh 110 around a 12-15sec duration against a standard non-elite, non-boss enemy.

Quieren que esto vuelva a ser pre-cata/wotlk, donde matar un bicho era boring as fuck y tenias que restear cada 20 secs. Para atras como los cangrejos, lo mejor son las peliculas que se montan para justificarlo, como si hubiese una cienca detras de eso.

Amazon

#4 ahora es cuando te digo que quieren que eso no sea posible (que puedas ponerte equipo peor/quitarte equipo para que les baje la vida y hacerte la vida más facil)

1 respuesta
raaden-

#6 Feliz Navidad

1
V

El parche de los alters.

1
Sibirinchain

Menuda basura. Qué sentido tiene equiparse entonces para un tío que no va a raidear? XD

1 respuesta
phsyquic

#9 hacer m+

B

Bueno, tampoco es para tanto al final xD.

Por ahí el problema es para lo yonkis de ilvl que no les interesan los stats.

varitoapg

Y para los healers también es una putada, para tank no creo.

zazgan

Rip twinks lvl 101.

VROhN

Si te quitas un anillo el juego piensa que eres ilvl de mierda y matas a todos los bichos de un golpe. De nada.

Ups, no había leído a #4. Pues eso, lo fixearán, pero al menos por ahora no hay motivo de cabreo.

1 respuesta
afhn

#14 > #4

B

La gente es muy exagerada xD tampoco se nota tanto.

ManOwaR

Yo hasta lo agradezco, ahora puedo tappear mobs en las WQ sin que los deleteen instant

Shandalar

La gente llora por llorar.

Tienen más vida pero sigo haciendo las WQ tirándoles un dot, juntándolo todo y matándolo a áreas desintegrándolo. Exactamente igual que antes.

Bixitu

Debería de escalar con ilvl una vez tienes el máximo nivel de personaje, no en plena fase lvl up

DeArHeLL

Lo han arreglado hace 2 horas

spoiler
B

#4 algo así se me había ocurrido hacer al leer la noticia xD
Quitandote trinkets no valía?

1 respuesta
JosepRS

Ni tanto ni tan poco, está bien que con un ilvl 915 cueste menos matar bichos, pero de ahí a que vayas a cualquier zona con el SP, tires pegatinas y escudo y mueran más de 20 mobs no tiene ni puta gracia, porque te pasas a lo largo del día 2 horas pulsando dos botones.

Alist

RIP a esa sensación de desarrollo del personaje, de necesitar un nivel determinado para ir a X zonas y tener que buscar zonas de tu nivel. Que esto se haga para los niveles en los eventos (como el de pre-expansión de Legion) tiene un pase, pero en esta expansión están haciendo un wow para deficientes mentales.

1 respuesta
raaden-

#21 no se hasta que punto habran fixeado lo de quitarte piezas, pero salvo que tengas trinkets de mierda los trinkets te van a dar mas daño que el anilo que te quites.

Warbarx

#23 Tienes razón pero esa sensación se perdió hace mucho tiempo. Únicamente hay que esperar en la ciudad de turno saltando esperando la cola del LFG.

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