The way level scaling is currently designed, it makes players fight against their own level. Every time you level up in Guild Wars 2, you lose stats in downscaled areas, and it’s getting really silly. This game acts like an anti-RPG. Instead of leveling up making you more powerful, all it does it make you weaker and you have to get gear to compensate. The next time you’re leveling your character, go into an area where you are downscaled (or upscaled) and level up. All of your stats will drop significantly.
I tried a few tests to see just how wonky it is. They were inspired by this video: http://www.youtube.com/watch?v=2Y_7iBht0ms
Level 4 engineer in starter gear using pistol 1 against a level 2 doe: ~13-14 damage per shot.
If I take my level 80 engineer into the same area wearing starter gear, and he’s downscaled to level 4 but still has 30 points in power traits (+300 power), he hits for 3 damage per shot. There’s something really wrong here. I know being a high level shouldn’t let you completely steamroll low-level content, but your level shouldn’t be a penalty either.
So I went and figured out exactly how downscaling works. It’s like this:
Let R = (base power stat at effective level) / (base power stat at core level).
Multiply all stats by R.
Note that you can also use base precision, or toughness, or vitality for R since those are all the same base value.
So what’s the problem with this approach? There are two issues:
1) Base stats grow faster than stats on gear as the game progresses. This means that when downscaled as a high level, your stats will be lower than that of someone at the zone’s level can achieve, regardless of how well-geared you are. You see those people who demand level 80s for Ascalonian Catacombs? They’re actually demanding weaker characters. Apply the formula and see for yourself.
2) Downscaling totally ignores the gear you’re wearing, and applies the ratio to your total stats. This is why leveling up in a downscaled zone reduces all of your stats. Assuming you can always immediately have the best gear available for your level when you level up, then gaining a level won’t hurt you. But this is obviously not the case.
Solutions: There are a couple of approaches…
1) Diminishing returns on stats based on effective level. With DR for downscaled zones, gaining a level theoretically wouldn’t drop your stats.
2) Probably a better approach: Scale all gear individually. Rather than applying the ratio to all of a character’s total stats, just cap each piece of gear depending on the player’s effective level. For example, let’s suppose we have a level 80 character in a level 50 zone.
- Character has a level 80 ascended berserker’s amulet: The best rarity for a level 50 zone is rare (yellow), which has lower stats than level 80 ascended. So cap the level 80 ascended amulet at rare level 50 stats.
- Character has a level 40 masterwork helmet: The helmet’s stats are lower than what is available for the effective level (level 50 rare), so don’t scale it down.
Solution (2) would stop characters from losing a significant amount of stats by leveling up, and it would still keep the game fairly challenging as a high level character cannot harness rarities above what the zone would normally offer.
Issues with upscaling
Upscaling is also fundamentally flawed. I want you to look at the attached screenshot in WvW of me being upscaled. Something isn’t right here. Look at my stats. Can you see what’s wrong?