Practically nobody touches all of the zone-based mission content because you tend to outlevel it in a very short time and it stops being challenging or relevant. Almost no one ever does the Lairs, especially the pre-40 ones. This is really sad, especially since the story arcs work so well as scalable content. Please consider doing this, thanks.
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One solution would be to do as pjz99 suggests and make the outdoor mobs scale to the character level, though this has some downsides. You could never wander through lower level areas without fear of attack, the way we can now.
The solution I'd prefer, and it might be easier to implement, would be to allow players to turn off xp. That way, if I'm in danger of outleveling my missions, I just turn off xp until I complete those missions, then turn it back on. This creates a customizable, player-specific ability to deal with how fast you're leveling.
Please do something. I enjoy Champions Online, but fighting green and blue mobs makes it boring. I want to be challenged as I play the mission arcs. I want there to be enough challenge for me to keep coming back.
A vendor could be added who sells "power inhibitor" devices. He could tout their usefulness for training. In fact, the devices could give a bonus to experience based on how much higher your real level is than the level the device limits you to.
At first, it may seem that bonus experience exacerbates the original problem of out-leveling content. But with the ability to scale yourself bake to any level you choose, going up in level faster should be irrelevant to anyone seeking challenge.
The experience bonus draws interest from players not specifically looking for challenge, and also provides an in-character explanation for the existence of the devices. A resource boost wouldn't hurt either. Obviously, these should only apply to rewards from defeating enemies. Wouldn't want people to finish missions at full strength, then turn the missions in with the device active for extra rewards.