by ceoddyn » Thu May 05, 2016 5:37 pm
The item stat reset that happened at the beginning of tbc was completely unnecessary except that it allowed a new wave of players to join the game and start out on the same level as everyone else. If, for instance, Blizzard was developing a game and not a money maker, TBC could have gone to level 62 or so, or been a few additional "alternate level" points that leaves you at level 60 but gives you some further specialization to allow you to branch your class out more. The raid gear would start out as one tier item level above the vanilla raids just like the switch from MC to BWL.
If you need to change anything because the stats are getting too high, you do a stat squish on all of the items, abilities, and stat improvements from leveling up across the entire game. Everybody's relative gear level remains basically as it was.
I'm not sure if this can always match up with another important element of creating the sense of flow through achieving order of magnitude power upgrades during extended good play. Basically, every 10 levels in wow or so you arrive at a character who is not just incrementally better than you were previously but in more of a multiplying way expanding across different measures that all loop back and improve on one another. At some point you are going to go from 100hp to 1000hp to 10000hp and it is going to get out of control.
You could do things like minimizing 100000hp down to a visual of '100k hp', but you really do want new players to have some hope of ever catching up at least partly with the players at end game. It's an interesting problem that Blizz devs in the end not surprisingly took basically the laziest way out of dealing with which left absurd huge amounts of old content as worthless outside of solo farming mounts/transmogs, even while they continue to be enjoyed in their original form on private servers.