One of the things disturbing me (how levels are implemented with lotro) is that basic mobs like wolfs are so differently stat-wise considering the ones living in the shire, and the ones somewhere else.
Originally Posted by evguenil
Also the constant disposal of good raids/instances just because their level is static is disturbing. With each new expansion there actually is less content than more.
Currently you could cut levels in half, since nowadays you dont even get passives anymore, only a new skill every two levels.
Progression could be achieved via gear, and skills, both locked to completing certain content in the 'higher-level' areas.
Each new area would increase in difficulty and making previous gear and skills more or less a necessity to win (same as now you need a higher level).
Existing skills could be improved depending on what you achieved (giving bonuses like hitting more targets with AoE-Skills, having a wider area of effect, longer effect duration, dealing more crit damage, healing more, etc.). There is no need to express that via a 'level', especially considering that only the numbers get bigger, but actually you aren't more powerful, compared to fighting a shire wolf when you are level 10, and a rohan wolf at 85. You still require the same number of hits to defeat it, so you aren't more powerful.
Legendary items truly could be legendary, requiring special quests etc. to improve but since they all start at the same level, you actually get to keep the SAME weapon, developing a history, and not disposing it every few levels.
For me the benefits far outweigh an artifical increase in numbers by a random multiplier (10 dps vs. 200 morale = 1000 dps vs. 20000 morale):
- old content is still valid, new content adds to the choices, without invalidating old stuff (raids and landscape both)
- gear for old content might be weaker, yes, but is a stepping stone towards new stuff, so still a valid reward
- realism: the difference between mobs and player characters would be less drastic compared to now
- bigger player base for end game content: new players (at the low level cap) can actually provide to raids without having to grind through 95 levels (they just lack this or that skill or better gear)
- more challenge to content designers to keep things interesting since players wont be trapped in a gear grinding spirale each year..
This would be my wishlist for a LotrO 2.0 :-)