I recently reactivated my old WoW account and purchased Warlords of Draenor out of curiosity, and ended up getting my Orc Death Knight to the new level cap of 100. This article only scratches the surface on why the old worlds are abandoned. As with most modern MMOs, the endgame begins at max level. In order to help players level faster, Blizzard added a heirlooms mechanic in the second expansion (Wrath of the Lich Ki…
The scaling zones of GW2 were not very popular for those of us that played in the beginning. Traditional MMOs allow your character to gain power. The power gain of your character is a large reason for many of the game systems to exist. To develop a system that takes away all this character power that you've gained felt boarderline 'slap in the face' like. Stripping character power is never a proper solution for an MM…
1) Never start playing together, as the level gap between the newbies and the more veteran players meant that challenges were either impossible, or impossibly easy.
2) Rarely ever play the game because a) the group wants to avoid 1) and b) it's hard to get five friends spread across four timezones together on the regular.
3) Play the game as often as we want, as we each have "regular" solo characters, and "play-with-the-friend-group" characters, but get far less than the regulation amount of fun out of the group games, as all-too-often there's only like one set of low-level story content, so playing with the group causes to to re-run stuff for like the billionth time anyway.
And, really, even with the level scaling, your skills don't go away. Having a character in the party that's five or ten+ levels higher than the zone content makes it substantially easier than a character that's at-zone-level or just a few levels higher. (It remains quite satisfying to drop an offensive golem on some level one goblin and splat it in two hits.)