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....but does any one else besides me *not* like the level scaling in GW2? Don't get me wrong, I understand what they were trying to go for. You have the freedom to choose where you want to go to level, and if you are a completionist you can stick around well past the time you would normally have to leave a zone. And on paper it sounds great. When I was following Guild Wars 2 during development I was telling my wife "See, I can still play when you aren't online, but I can go back and help you and we will still be the same level". In practice however I hate it. If it's a feature that every player just absolutely loves then why not make it optional, like a prompt or checkbox? My experience so far is only up to a 33 Warrior, so this may change later. It really feels like there is zero incentive to level, and you don't *feel* like the epic hero of a story. In other games there is a clear metric that you can see your character gaining in power because challenges in the past are now trivial to you. All the explanations that have been given where people defend it say "It's boring to go back and one shot things, go team Anet!". In case anyone has forgotten sometimes it's FUN to do that! If you played WoW for a fair amount of time admit it, you went to goldshire and one shot Hogger and spat on his corpse. And you did it because at that level he was hard, and he may have killed you. It's fun to look back on things like that and say "Look how far I have come". Also for a role playing game it's a huge immersion breaker. You can be 'Rocktar, Slayer of Dragons, Warmaster of the Vigil', but you might be helping your level 13 buddy and get killed by a lvl 14 champion crab.
TLDR: As long as games have new and exciting content at max level for you to do then there is no need to have level scaling, and sometimes it's fun to roflstomp old content, because you earned that "Badass" title.