When you’re right Dobablo, you’re right.
Yesterday I commented on how Blizzard were aware that the only activity that the majority of it’s players did was the levelling game, yet it was mostly an experience that they suffered through due to a number of flaws that have evolved into the game. Less than one hour after that post, someone from Blizzard had read it and was responding to my concerns in a Legion developer update. The following extract comes courtesy of MMO-Champion.
- The level up experience through classic zones is pretty broken right now. Questing is too easy and leveling not paced well. You are spending more time running between things than you are questing.
- The team aims for 12-15 sec combat times for a single mob at max level, but that isn’t very fun at lower levels when you have one skill. Three seconds is too short though.
- The team made leveling through previous expansions faster to reduce the barrier to entry for people that want to catch up and play with their friends. The Character Boost system solves this problem, so there is no need to rush players through leveling anymore.
- We listen to the feedback that Dobablo provides possibly more than any other person. We would be impotent without him.
- You shouldn’t be outleveling zones before you finish their story.
- The game should be a fun and epic experience at every level, and it isn’t always that kind of an experience while leveling.
So assuming that there are levelling problems, how could Blizzard fix it, without repeating Cataclysm and putting half the developers into old world content.
Step 1 – Double the experience required at each level to put an end to out-levelling zones before completing their story.
Step 2 – Slow down combat. Double mob HP. One-shot kills on every mob is to quick.
Step 3 – Add abilities earlier. The first 3 combat quests in the starter sub-zone should all reward abilities along the lines of attack1/attack2/survivability/other. A warlock might have up with dot/nuke/guardian pet/cookie and a warrior gets attack/debuff attack/AoE/short defensive cooldown. This will partially offset the increased mob health and also give you more buttons to press and consider.
Fill that out with some extra stuff over the first 10 levels and, once people have chosen a spec, they should have at least the basic requirements to fill their roll in a dungeon.
Step 4 – Speed it up? Hang on a moment. Haven’t this all been about slowing things down and making the levelling experience more meaningful? Yes it has, but not everyone wants to do the levelling thing. Buying a level boost is one option, but that is not for everyone (and costs money), so we need a less painful way of playing to max. That method is via the bonus objectives as seen in Draenor. Every zone, should have a bonus quest area that rewards several levels worth of experience. There is no need to need to create new quests because some of the pre-existing but non-main story quests can be repurposed into a bonus mission. For example, Redridge has a sub-zone full of Gnolls and several quests to kill those gnolls and steal their gear. Merge those quests together and you have a perfect all that into a bonus objective.
That should provide a very simple  four step guide to take the current low-level game and turn it into a much more fun and enjoyable experiences with very extra effort from the developers.
 – I am not a WoW developer. I do not know what is or is not simple.
 – I am not a WoW developer. I do not know what work would or would not be required.