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[โ€“] 2 points 1 month ago (2 children)

horizontal progression has its pluses and minuses. Everyone cries when world scaling happens but eventually everyone who wants to reach 60 will reach 60 and then the world is scaled to where it's going to be. Dangerous mobs will be dangerous for everyone.

I'm coming from ESO where only recently they added difficulty modes for open world mobs. This is also seen in Ascension Adventure Mode. Anyone used to Mythic+ dungeon scaling will chafe at the idea of always encountering the same difficulty in the open world.

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  • [โ€“] [S] 1 point 1 month ago

    Yeah, horizontal progression for sure has strengths and weaknesses. But I don't think I'd worry about eventually everyone becoming 60. GW2 has had horizontal progression for fifteen years and their starting zones are still filled with new player characters. If done well, horizontal progression doesn't get stale.

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  • [โ€“] 1 point 1 month ago

    Genshin has a good model here. Level cap has been the same since day 1 (6 years) and the increasing difficulty comes from new types of challenges. WoW would obviously work differently, but you do gear progression until you can clear endgame, then new regions introduce new boss mechanics that you need different gear for. The old gear at the highest tier and excellent gameplay is enough to clear for like 3 years, but eventually you get powercrept and have to invest in new stuff.

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