- Level scaling is in effect in every single zone.
- Lifesteal, Recovery and Regeneration have been removed from the game.
- Awareness (counter rating to combat advantage), Critical Strike Resistance and accuracy (counter rating to Deflection) have been added to the game.
- Damage Reduction and Critical Strike chance are now both capped at 50%, down from 80% and 100% respectively.
Wow, I already would have never returned to the game, but this has to be the most decline changes I've ever heard of in an MMO.
I'm not seeing huge changes here...
By zone I assume open world zone, but again that's a mislead. The main time you spend in the game is in dungeons, raids, or max level open world content. I assume the level scaling is so that higher level characters can't "rush" low level ones. Not that I've ever known that existed as an issue. But unless they are level scaling in skirmishes and dungeons.
The rest... are just numbers that I have no idea would work. Won't really know since there are so many mechanics changes there you'd have to see how things turn out post implementation.
Everywhere, not just in open world zones and the way they implemented scaling is... Well, I don't know how a sane person could think it was a good idea. It is not as a percentage reduction, or anything like that. No, they just applied hard caps to every item type for each zone. So for example, in the first tier of dungeon, any enchantment rank above rank 8 gets scaled down to rank 8. The purpose of the module is to create the illusion that you have choice, when in reality you have none. You cannot escape a set of boundries that they have imposed on every single zone.
It's funny really, I only played this game because I had some friends who also played it, so it was kind of a social draw more than anything else, but we all unanimously quit with the release of this module.
...Why the fuck.. ..
Actually I do remember some concern about high level characters rushing through dungeons to farm shit. (Better fix would be an alternative method, eh?)
Still. I played Whisperknife. If there has been any buffs to Whisperknfie I'll take it.
They failed at pretty much all their intended goals with module 16. The goals of the module were as follows:
- Rein power creep in. Players were capping every single statistic before module 16.
- Make dungeons challenging for the top tier groups.
- Balance the classes.
- Balance buffs.
They failed on 3 out of 4 counts. It is even easier to cap statistics now, you can do it with the default gear they hand you for reaching level 80, without any enchantments slotted. Pretty much everyone facerolls the dungeons now, not just the top rated groups and as expected, there are still classes desired over others. The only reason they managed to succeed at "balancing buffs" is because they removed all the buffs from the game, so there are no buffs to balance.
For reference, I was invited, along with 19 other people to alpha test this module. We all told them before the module went live that this was not going to work and was a bad idea and they went ahead and did it anyhow. It's funny really, my character, which is still level 70 and has not done any of the new content is capped on all of his ratings for all of the new content without even acquiring any of the new gear. In terms of statistics, I can't improve at all. They failed with their implementation of scaling to such a degree that there is no real character progression.