Gaining a few levels makes sense for certain parts of the personal story, when you unlock some new thing by being level <x>. For example, playing a mission recommended for level 39 at level 40 gives you an appreciable advantage because now you have access to spending 20 points in trait lines. That’s definitely a tactic I’ve taken advantage of when I could.
In general, though, downscaling means that levels themselves and even better equipment don’t make a major difference. I’ve done some personal story missions cooperatively with other people purely for fun, and some of us brought along level 80 characters with exotics, etc. The difference between that and people at the expected level is…not that great. Playing poorly still gets you killed quick, and enemies don’t just instantly die to autoattacks. So leveling and better gear will tip you over the top if you’re almost there, but it won’t get you up the mountain on its own. A better general piece of advice is reminding people that unless they’ve been gearing up as they go along, probably over half of their equipment is quite outdated at any one time…unless they are just super lucky with drops. There is, fortunately, no upscaling in the personal story to compensate for poor gear.
I guess that’s a broader GW2 complaint though: even all the way up until 80, gear just isn’t very important to replace while leveling. Unless they’re flat-out naked, any profession can easily complete renown hearts, and dynamics events are still perfectly doable most of the time, just by relying on random drops the game gives you. Let’s not even mention people who level entirely through crafting or WvW – they may still be wearing Starter stuff. When it comes to the instances, though – personal story and dungeons – suddenly it becomes readily apparent that gear is way out of date, and it’s probably a rude awakening to some people. Being a better player can somewhat make up for poor armor, but it can’t make up for your weapons/gear stats which comprise your damage. And as I mentioned in a previous post, you’re the only damage in personal story most of the time.
I don’t think that the personal story should be tuned down to match the very low difficulty of general PvE, but at the same time I think it would be bad to across-the-board increase the difficulty of general PvE to that of the personal story (or even dungeons). It’s really more of a marketing/image/perception problem than anything else. The average player going through the game for the first time is given the impression that the personal story is just another part of general PvE, not requiring any special preparation on their part to complete. Depending on lots of variables, this may turn out to be the case and they have fun or steamroll through it or whatever. But as plenty of people report all the time, for some players the personal story is just an exercise in frustration. I hate to use a cliche phrase twice, but it becomes “Ascalon Catacombs Syndrome”, where people try the personal story once, find it so hard/not fun that they quit, and then they never touch that entire aspect of the game ever again. And that’s really a shame because it’s a good chunk of wasted developer time, not to mention some of the missions are legitimately super fun. (Air Drop – that prototype golem thing was just hilariously powerful.)
So yeah, I don’t really know what to say. Holding the player’s hand and coddling them (e.g. explicit reminders to gear up) makes for a poorer overall playerbase. On the other hand, it’s hard to blame the “bad” players for “whining” when general PvE is so easy overall that you don’t even need to do simple things like gear up to win, not to mention the slightly more difficult things like actually thinking about your traits, stat spread, etc. This is a balancing act that Anet will have to work out one way or another; I just hope they don’t fall too heavily on either extreme, since there are deeply entrenched camps on both sides.