Patch 7.3.5 Leveling System - Opinion

cover opinion leveo system

Hey good! How is life for Azeroth? Today I want to bring you my personal opinion about what this patch 7.3.5 leveling system means, along with the pros and cons of it. Without further ado, let's go with the opinion!

Patch 7.3.5 leveling system

As all of you already know, with the introduction of World of Warcraft patch 7.3.5, many improvements were added to the leveling system in force since the beginning of the game, a system that had practically not changed and that the only improvement that it brought to increase the rate of experience rise were the relics. Even without counting the small leveling failures that sometimes occurred with the release of the patch, the system received a total "rework" to the system, making it very good in some points while, in others, it has become a very tedious system .

During these two long months in which I have been able to enjoy the new patch and, in addition, play constantly raising the level of my new characters, I have been able to gather enough information to make this article for you today and how, from the point of view of From the point of view of a somewhat demanding person like me, I will explain to you point by point what I liked about the system and what things could be improved.

Level up by missions

As with the previous leveling system, missions increased the amount of experience based on the number of relics we carried. In this case, the missions scale according to our level and it does not matter that we are on a level 10 map being level 50 since we will receive the same amount of experience as in maps of this level. On this side, the system is very well prepared since, before, we had to constantly change areas since the experience that these missions gave us became in minute quantities.

If to all this we add the possibility of completing a zone receiving the same experience that we can obtain in other maps, the system becomes a much more flexible option allowing players to complete their favorite zones without excessive loss of time.

A reconstruction of a system that gave many problems and that has suited a game very, very well that has a large number of areas to level and that, unless you have more than three or four characters, you would never have visited not half of them.

As for the cons of mission escalation, I can't find any drawbacks. The experience they grant is acceptable and although some missions are a severe headache, we will always have the option to skip them.

Leveling up through dungeons

In this case, there are some things I want to comment on. To begin with and starting with the positive, with this global scaling of the leveling areas and matching the first two expansions, we will always have the option of choosing which dungeons (randomly) we can choose according to the expansion. If we want to focus on the Lich King dungeons because we have not completed any of them without having to risk doing the Burning Crussade ones and receiving the reward for completing a random dungeon, we can do it without problems from level 58.

While you still can't prioritize dungeons that have quests and you don't have made for random picking, it's not like it was of much use in this patch either. The scaling of the dungeon missions works more or less like the ones in the world and gives the same experience. This is not as bad as it may seem but we must bear in mind that completing them is a bit longer and tedious now, so perhaps it is not such a rewarding compensation.

The dungeons continue to give experience although not as much as in the past, which makes us resort to objects, buffs or other types of consumables that give us more experience for killing monsters or completing missions. From level 50, we begin to see how dungeons are no longer an option for a topic that we will talk about in the next section.

Be that as it may, if you are a dungeon lover, you may have noticed that before when you touched a dungeon that you had already completed, you sighed and thought "how lazy" and that probably, with this new patch, when this happens to you, the probability that you leave the room has been multiplied by 1000. It is logical. What I do is target damage while doing missions even though I can target tank and healer. The problem is that if I only try to do dungeons, in the end the lost time is not going to make up for you. If, on the other hand, all you do is complete missions and zones, it will not be profitable either since at high level, each mission only gives you 4% of your total experience percentage (more or less).

For this reason, I recommend switching between missions and dungeons, even if you have unlocked 10 dungeons at once and intend to do them all in one shot. Dungeons are stressful, tedious, boring and absurdly long and now we will explain why.

Monsters climbing

Without a doubt, a change that for many has fixed the game and that for others has been a great gaffe. For expert players (talk about those who have been playing for a couple of years), scaling the life of monsters is quite a long and tedious change as killing them can take a great deal of time.

Let's put ourselves in situation. A Level 70 Feral Druid with Relics VS a quest to kill 10 Plague Spawn. If I go one at a time just by using the Shred, Scratch, Rip, and Ferocious Bite (even getting critical hits), it can take me perfectly 20 seconds. Once I have killed him, I have to de-transform myself, throw two or even three regrowths at me because my health has dropped a lot, turn back into a cat and continue with the mission. It's not fun to kill them in one hit but neither is such a monotonous and boring system as this one. In the event that I catch a couple of bugs (more than 5) using the thrashing and the flogging, it can take me almost twice as long (no bad luck) and without taking into account that they can kill me very easily because they are a great number. None of this would matter to me if the regrowth heals a bit more or doesn't consume as much mana.

Another situation. I am aiming for a dungeon, and because of the scaling, I can stick practically 5 minutes to get to the first boss, another 3 minutes to defeat him, and in this way, looping to the end of the dungeon. In the end you end up finishing it in 30 minutes or more and the reward for completing the mission is the only rewarding thing because the missions don't make much difference either. For tanks, it must be frustrating to have to go from pull to pull because as a healer, no matter how many abilities he uses, he cannot lift his life, doubling the time in which the rest of the players kill enemies or even become a full wype. I have noticed that the Priests and even the Monks, are very broken because the tank can catch three or four pulls and heal it perfectly, unless then they kick you for going too fast and putting them to the limit (which, honestly, is the only thing that I would like and not have to go from bug to bug without taking damage and hitting 1 minute for each monster).

For a player like me who already has enough characters, leveling has become more of an obstacle to obtaining the main objective (raising the character to the maximum level) rather than a fun transition to complete your character, in a general way , both for the combat and for the time it takes.

As I said, entering a dungeon and killing bosses in one hit is not fun, but increasing their health without adding mechanics or other types of interactions in which all the weight of the dungeon does not fall only on The tank and its aggro, does not make it a solution, it is only possible to lengthen something that constantly happens in any MMORPG, an incredibly long investment of time. If to this we add that we are uploading an allied race and that it is only a recolor of the original character with an exclusive armor when raising to the maximum level and a racial mount without even changing the color for paint ... although it will be better to leave certain themes for another opinion piece.

Whatever we do, things are like that and you can't give everything for free. It takes effort, but admittedly, it is still a boring, long and tedious task and the rewards start to stink a bit of "lack of content" (very much in quotes). Be that as it may, the idea that I want you to capture is that this new system has been a magnificent change as well as brilliant but that it would be better not to extend an investment that, until now, had ceased to surprise us and that it was just being becoming a routine.

My opinion has been quite clear and I do not mean to offend anyone. We write these types of articles to enter into a small debate and that we share, among all, the ideas that each of us believe are important. For this reason, I invite you to leave us in the comments of this publication that it has been the best change for you and that other things you would have preferred to develop in a different way. As I always tell you, there is a place for all those who want to be heard as long as the words are formulated with respect. We all have different opinions and by insulting or belittling other people's ideas, you will not position yours over others.

I hope you have enjoyed this little opinion article and I am eager to read your comments:

  • What do you guys think of this new leveo system?
  • Do you think scaling monsters was a good idea? If your answer is 'no', could you tell us why you think so?
  • What aspects of the system would you change?

As I always tell you, thank you very much for having spent a few minutes reading the article and be free to comment on what you want as long as there is respect. A big (> ^. ^)> Hug <(^. ^ <)!


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