Proven - Mobs scaling with ilvl - Leave trinkets in bank

#1 - Aug. 19, 2018, 5:45 p.m.
Blizzard Post
I confirm 100% mobs are scaling together with you as your ilvl gets higher, that's why you don't really feel stronger.

I took the first screenshot with all my gear on, then vendored a ring, and the mob HP went down instantly.

So we are back as in Legion, leave a ring or trinket in your bank.

Note that simple putting them in your bag won't cut it, it needs to be in your bank, or permanently gone (vendor, disenchant, scrap).

Screenshots:
https://drive.google.com/open?id=1Qrrm4TJQR1sx7uWsIg5MefRaXeJdAoJU
https://drive.google.com/open?id=1Tddg3DoZ-WdoeSnzS1j_IVDCys3uvSw8

We need to start again removing our gear to play until we force Blizzard to back track on this!

Edit 1

People complaining it's a small scale up...

Yes it's small, but it's a principle, if I get 10 ilvls stronger, I want to be 10 ilvl stronger, not 8 because the content also got harder!

Edit 2

Yeah not a completely new thing, but a lot of people were not sure if it was carried over in BfA, now I cleared that up.

Edit 3

See also
https://eu.battle.net/forums/en/wow/topic/17622582987?page=5#post-86
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Community Manager
#134 - Aug. 27, 2018, 2:39 p.m.
Blizzard Post
WoW Game Director Ion Hazzikostas has recently posted a very detailed reply covering scaling in BfA, both when leveling up and at max level. I'd recommend having a read if you'd like to know more about how it works and the reasoning behind scaling.

Here's the quote that's more closely related to this thread's topic (scaling at max level):
At max level, everything you do to upgrade your gear and the power of your Heart of Azeroth will make your experience playing the game relatively easier. We’ve seen no data whatsoever to support claims that a fresh 120 has an easier time with any content, outdoors or otherwise, than one who has improved their gear through doing dungeons and world quests and the like. A player in ilvl 330 gear is killing world quest foes more than 40% faster than someone who just hit 120 at ilvl 280, while having a much larger health pool (and, again, enemy damage output isn't scaling up at all). That relative strength will continue to increase over the weeks to come with every additional bit of gear and additional Azerite powers acquired.

Philosophically, we completely agree that progression is an essential part of an RPG experience. Rewards need to mean something, and their impact needs to be felt when playing the game. To the extent that we compromise that value in some places, it's never done lightly, and is always in service of a what we view as a greater benefit elsewhere (in this case, the ability to choose a non-linear path through zones while leveling, and having the entirety of the new world remaining relevant at 120, instead of just small pieces of it).