For example.
Doing low level quests. A great example is the one in Durotar where you have to destroy attack plans.
Except, these mobs are super weak and low level. How are they in anyway going to attack level 80+ level guards at Orgrimmar? This is the least immersive thing possible in any game.
Another example are orcs invading that human starter area. Except there are super high level guards patrolling Elwynn...they can go in and kill them all in one hit. Why don't they? Stormwind guards are super tough...one guard can one hit kill all of them.
See the above doesn't work with levels now does it?
On top of that, levels cause more problems than the positives of leveling. For examples...
No levels means you can go anywhere at any time. But with levels you are limited to where you can go. Sure level scaling helps, and that was a good way forward...but lets go all the way. Buy an expansion but dont have a max level character? Well doesnt matter because you can now do that expansions content at any time. Otherwise why buy the expansion if cant use it anyway?
No levels means you never have to worry about grinding 10 levels of every expansion...and there are now 20 levels where you gain no abilities or talents or anything. Imagine next expansion? Azerites will be removed and it'll be 20 levels of literally nothing. NOTHING. N.O.T.H.I.N.G. And its very possible it'll end up 30 levels since blizzard only removes abilities, doesn't give abilities
PvP wise, max level characters are gimped compared to low level characters. This solves this problem right away by having no levels. The only thing left is gear, where the max level character has the advantage...like its always been.
And finally...how would Blizzard benefit from this? Having an easier time of porting WoW to consoles (which they've doing every expansion by having less and less abilities and buttons to press). Many console players wont want to grind for (currently) 120 levels...and many console players wont want to grind 20 levels after BFA is over and literally get nothing since azerite traits will be removed (how do I know? Because they did it to legion artifacts). Console players arent that dumb to grind so much time for literally nothing for it.
And the second benefit...suddenly blizzard has so much less to balance. This saves time, money and manpower....win/win for blizzard and the players
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Except it doesn't. You can then go to any zone in the game and do quests in whatever zone you want.
Also for grinding...end up doing the same things you do at level 120...but with even MORE options because the entire game is open.
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Unless content was gated by using quests as a gearing up process for regular dungeons, but even then the quests would have iLvL requirement instead of exp level.
Would that work? It is equivalent to doing 50 quests worth of level-up content, except you can choose which ones to do entirely.
Just crossed my mind as a wild idea. What are the flaws with this?
I had fun once, it was terrible.
If Blizzard actually did this it would be a game killing, idiotic move of Titanic proportions.
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No one wants to grind for nothing. The point of any game is to progress, get better, better items, better skills, better anything. But WoW does the exact opposite.
I'm not aware of another MMO where they have done so much pruning and removal of abilities, even downgrading what you get each expansion.
But again, all that wouldn't matter if there was no levels.
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TheScavenger said:
I think what you're discussing here could very easily be fixed by revisiting their talent system. It's true, it feels like your characters makes very little progression or growth that isn't directly attached to gear, which has always been the case but not as drastically. You could argue that Azerite creates new talents, but they aren't representative of character growth. If you earned a new talent every other level, or every five levels even, I think that problem could be addressed. The other problem, of course, is a Blizzard development team deciding that a simplification of systems wasn't the most appropriate way to handle talents, and to abandon those simplifications for a talent system that will, inevitably, take more effort to balance.
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