Previously when a player was level scaled the game applied equations to adjust player stats in a manner that didn't result in proper scaling up or down. It didn't look at any of the sources of stats it just applied a single formula to reduce the ratings which resulted in different players in the same content ending up at different levels of reductions.
In an effort to improve that, we have changed it to be an item level limit ,per piece of gear, per level. When a player is level scaled down due to content, their gear stats will adjust down to a set value based on item level. Now all players should end up at the same adjusted point. Being level scaled up is the same except that it will raise the gear to a given minimum item level.
For example a player is scaled down to level 15, their equipment will grant stats as if it is item level 45.
To go along with that, enchantments will scale down as well with a limit on the level of a given enchantment based on the level the players is scaled to. Example a player is scaled down to level 50, their enchantments will act like they are a max rank of 8.
Overall players may notice level scaled content is a little bit more difficult than before, but the changes are not extreme. We welcome players to try out a leveling dungeon with their end game characters on preview to see this in action.
An additional change was made outside of level scaling which was to mount equip powers. Mount equip powers now scale with player level to keep them more inline with other buffs/stat increases players have. Where a level 70 player would have +2000 power from their mount equip power. A level 5 player using the same equip power would get +200 power.
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Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
OP - Sunshine: 16000 IL
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Also, how does this change deal with mount insignias?
Great. I knew you were great people. I look forward to the better drops that scale to a players level. Thanks.
The drops already scale to your level, and IDing and turning them into RP is easier than ever before. And you want *more*?
If you don't have Brave Seal gear, you can now farm it doing *levelling dungeons*. If you do have Brave Seal gear or better, you're choosing to do levelling dungeons instead of current content, so I am personally happy that the rewards are so good as-is.
If I were the one designing this, I'd be cutting the rewards for levelling content to the bone, to encourage L70 players to run L70 content and not L13 content. But I lose my druthers on that in the original random queue change, and I *do* understand that they want to have enough players running the levelling content at any given time that a player who really needs the levelling content can find a party without waiting hours.
But while we are on the subject, why not add the old dungeons plus drops of level 60 gear transmutes back into the game? The code must already exist, and it would add some more diversity to the random runs. More options means a less trivial experience. If you on top of this add the old armor and weapons as transmute versions, it would really add an incentive to actually do the random queue again. The old armor sets were better looking and came with a title when you gained the full set. Bring them back!
You're scaled only in sub-70 dungeon and event zones like CTA / winter-summerfest, not in your everyday playtime. You'lll still face lvl 73 mobs with your proper gear and il, no worry about it. Now on those sub-70 zones, you'll be scaled on a better way than now, where you can basically just breathe and kill the mobs.
Don't worry, if you're really well geared, you won't have as much stats in sub-70 zones than you used to have, but you'll still totally reck ennemies.
Now I fail to see how it could kill the game, as the sub-70 zones for a lvl 70 is... nothing. CTA are not ran (no rewards), sub-70 dungeons are only for random queue once a day, and sub-70 event zones, well you don't really fight on these, except on few occasions like summer trolls or winter demons.
Currently on live server i can one shot every mob on levelling dungeon without a problem at 17.5k dps. On preview server, I don't have as much crit as I have on live due to the new scaling, so I'm kinda capped at 17k crit instead of my usual 32k. My power is of course less important, but guess what? With a high-end toon like that, it's still a walk in the park.
Yeah, maybe now bosses are not one-shot but maybe 2-3, depending if I crit or not.
You seem to think that an 18k player will be reduce to the gear and stat level of a lvl 12. That can't be farther from the truth. 18k players will still completly destroy levelling content.
And one final thing, yes end-game should dominate lower level content, that's why 18k can solo elol, etos or cn (even msp for some fools). But we're talking about levelling content, so content designed to the new players. The scaling was always a huge issue in this game and reported numerous times because we were absolutly too strong when scaled down, it is a real issue.
Now if your pleasure as an 18k is to ruin levelling content by running and breathe to kill mobs, well then you definitly have a weird issue of "progression"
A level 13 character running Cloak Tower will probably have some level 1 and 2 enchantments, a few pieces of green gear, maybe a blue or purple levelling weapon if they're an alt or they have high-level friends.
My level 70 toon, in the party with them, will have full gold "IL 45" gear, Unparalleled enchant bonuses, set boosts, bonding runestones on a companion, and every slot filled with multistat "rank 2" enchants, all my powers and power points, and my much higher base ability scores. I'm fully confident that I'll still clearly be better at it than the L13 dude, or even than a 10K L70 player.
The fact that enemies no longer kill themselves when I walk into the room, without me using a power, does not mean my progress has been negated. For some stupid reason[1] I'm running L13 content as an L70 - it's a GOOD THING that the scaling is going to make it less boring than it is now.
[1]: "Because random levelling queue is hella profitable", yes, I know, and the reason it's profitable is so that L13 people wanting to run it can find a party, but it's still L13 content.
Trust me, I'm still crushing it compared to a real level 13 dude. Even the level 58 guys in Caverns Of Karrundax won't have every gem slot filled, let alone the extra gem slots provided by higher level gear and all of those gems being the maximum possible for a "level 58" character.
So it's not that the OP is inaccurate, per se, it's that your understanding of it is incomplete.
Even if you don't want to play on PC, if you own even a half-decent PC with 20GB of disk space it might be worth installing Preview!Neverwinter. I believe you can unlock level 70 characters for free on Preview, and since everything on Preview is infinitely duplicatable you can just ask nicely in PE Zone and people will be happy to toss you enchantments and mounts and stuff from the copies they've made to let you play around for a bit.
That's my DC, on preview, standing in Port Nyanzaru at level 70 and standing in the opening room of The Cloak Tower at level 13.
(Always weird not seeing any guild boons, but that's what you get on Preview)
My powers show about 5x the damage on the tooltip at L70 than they do in CT. However, that's still more than enough to one-shot all the minions with at-wills. I'm just no longer one-shotting Makred The Foul with Astral Seal. And while I *have* lost most of my stats, I still have more than *any* level 13 character possibly could.
Random: Leveling Queue — 8,000 AD 60 Seals of the Brave (Repeat: 1,000 AD / 20 Seals)
Random: Intermediate Queue — 12,000 AD 100 Seals of the Brave (Repeat: 2,000 AD / 30 Seals | Role Bonus: 2,400 AD)
Random: Advanced Queue — 15,000 AD 120 Seals of the Brave (Repeat: 3,000 AD / 40 Seals | Role Bonus: 3,000 AD)
Random: Expert Queue — 2,500 RP 20 Seals of the Crown (Repeat: 1,000 RP / 10 Seals | Role Bonus: 5,000 AD)
The weekly seal limit for Seals of the Brave has also been removed. There will still be a total cap before you can earn some more, just like Seals of the Protector now.