Level Scaling Now Available in All World of Warcraft Content

Following the reveal at last year’s BlizzCon, World of Warcraft received its massive 7.3.5 update today and chief among its changes is level scaling being implemented across the entire game.

Prior to today’s patch, users would have to progress through the game and its numerous expansion zones in a certain order – else they’d have to pony up for a max level boost (who does that anyway?).  Now, you can progress through the zones and expansion content of your choosing, as well as through dungeons of your choosing as they now have scaling too.

It’s worth pointing out that you do have to still progress through a certain order, like Burning Crusade or Wrath of the Lich King content both scaling to level 80, leading you into Deepholm or Cataclysm zones to level 90, and so on. WowHead has a nice walkthrough of which zones you can level through at which level.

Here are the full patch notes:

New Features


Every zone in Kalimdor, Eastern Kingdoms, Outland, Northrend, Pandaria, and Draenor now use the level scaling system introduced in Legion. This new scaling system greatly increases the amount of options you have when deciding where to quest and when to move on to the next zone.

All corresponding dungeons and the rewards therein now scale as well.


A long-forgotten evil has awakened once more. Travel back in time with 10-30 other adventurers to cleanse Ulduar of Yogg-Saron’s evil influence. While you journey through this memorable Wrath of the Lich King raid, your character will be scaled to player level 80.

Your fate is sealed. The end of days is finally upon you and ALL who inhabit this miserable little seedling. Uulwi ifis halahs gag erh’ongg w’ssh.


Players who have completed Antorus, The Burning Throne will be summoned to your capital cities, from which you’ll travel to Silithus to investigate the strange events surrounding the impact of Sargeras’ blade. Look for this new questline upon logging in.


The Alliance and the Horde fight over a precious new resource, Azerite, in this new 10v10 battleground. Seething Shore is a king of the hillbattleground where the first faction to collect ten pieces of Azerite from randomly spawned nodes, wins.

The Seething Shore will become available as the story in Silithus unfolds.

Updated Features


Arcanomancer Vridiel’s hard work has paid off, and he now offers a token that transforms into a random Legion legendary for your specialization, for 1000 Wakening Essences. Activities now award six times as many Wakening Essences as before, and you can also continue to come to Vridiel to upgrade the Legion legendary items you already have for the cost of 300 Wakening Essences.


Combat resurrections mechanics in Mythic Keystone dungeons now closely mirror how they function in a raid encounter. When you start a Mythic Keystone dungeon, you will begin with one charge, and accumulate additional charges every 10 minutes. All combat resurrection spells now share a single pool of charges to a maximum of 5 charges.


Holiday dungeons are now available to all players starting at level 20. Items that drop from these dungeons will scale to your current level. In addition, keep an eye out for new items in many upcoming holidays, such as new Lunar Festival hats and a sturdier Sturdy Love Fool.


Self-oriented photographers rejoice! Your S.E.L.F.I.E. camera is now easier to obtain, and it has new background filters. Selfie Cam Mark I is available at level 15 in Stormwind or Orgrimmar via a quest, and you can upgrade to the Mark II Selfie Cam after completing a new level 30 group quest.

We’ve also added the following backgrounds, but you’ll have to figure out how to unlock them.

  • Argus in the Sky
  • Twilight Sky
  • Sha Sky
  • Firelands Sky
  • Frostmourne Sky



  • With the update to Ulduar difficulty, the following changes have been made to Achievements that are obtainable in Ulduar:
    • All existing 10-player and 25-player Ulduar Achievements have been moved to the Legacy -> Raids tab.
    • New Achievements have been added to the Dungeons & Raids -> Lich King Raid tab. Anyone who earned either the 10- or 25-player versions of these Achievements should receive the new Achievement upon logging in.
    • The new Glory of the Ulduar Raider Achievement should now award both the Rusted Proto-Drake and the Ironbound Proto-Drake mounts.


  • Touch of the Grave (Undead Racial) damage increased by 25% for Undead Death Knights, Hunters, Monks, Rogues, and Warriors.
  • Hunter
    • Beast Mastery
      • Cobra Shot (Rank 1) damage reduced by 50%, and cost increased to 50 Focus (was 40).
      • Cobra Shot (Rank 2), learned at level 3, reduces cost by 10 Focus.
      • Cobra Shot (Rank 3), learned at level 52, now increases damage by 100%.
    • Survival
      • Raptor Strike (Rank 1) damage reduced by 29%.
      • Raptor Strike (Rank 2), learned at level 52, now increases damage by 40%.
  • Monk
    • Windwalker
      • Blackout Kick now costs 3 Chi (was 1) when it is learned at level 3. The Chi cost is reduced to 2 with an upgrade at Level 12, and reduced to 1 Chi with another upgrade at Level 22.
    • Windwalker, Misweaver
      • Rising Sun Kick (Rank 1) damage reduced by 41%.
      • Rising Sun Kick (Rank 2), learned at level 36, now increases damage by 70.
  • Priest
    • Discipline, Holy
      • Smite (Rank 1) damage reduced by 33%.
      • Smite (Rank 2), learned at level 16, now increases damage by 50%.
  • Rogue
    • Shroud of Concealment should now properly apply to Hati in addition to your party’s Hunter’s normal pet.
    • Assassination
      • Sinister Strike damage increased by 30%.
  • Shaman
    • Liquid Magma Totem, Healing Stream Totem, and Healing Tide Totem slightly changed to inherit stats properly.
  • Warlock
    • Affliction
      • Shadow Bolt damage increased by 100%.
  • Warrior
    • Arms
      • Mortal Strike (Rank 1) damage reduced by 38%.
      • Mortal Strike (Rank 2), learned at level 38, now increases damage by 60%.
      • Slam (Rank 1) damage reduced by 38%.
      • Slam (Rank 2), learned at level 38, now increases damage by 60%.
  • Developers’ notes: All damage changes to class abilities listed above are for low-level balance, and are neutral at level 110.


  • All dungeons now reward Personal Loot.


  • Uncommon, Rare, and Epic quality items now have the same potential item budget at every item level. Weapon melee (white) damage is now the same for uncommon, rare, and epic weapons at all item levels.
    • Developers’ notes: This changes the power of lower item level weapons and armor to modern standards; all items above item level 463 have always functioned this way.


  • A few toys that cause players other than the caster to take involuntary action (such as the Piccolo of Flaming Fire or Tickle Totem) no longer function on targets outside the instigator’s party or raid group. The Neural Silencer is also more effective against several of these toys.
  • Fixed a bug that caused player characters to not look into their S.E.L.F.I.E. cameras directly.


A bunch of new information for World of Warcraft was announced at last year’s BlizzCon, including a new “Battle for Azeroth” expansion, a new “Classic” version that returns the game to its vanilla-content, and that PVP-only servers are being removed.

Brandon Orselli


Big Papa Overlord at Niche Gamer. Italian. Dad. Outlaw fighting for a better game industry. I also write about music, food, & beer. Also an IT guy.

  • ChaoticPesme

    I can’t decide if level scalling is a good or bad thing.

  • braneman

    Why would Affliction warlocks have their shadow bolt damage increased? They don’t even have that spell.

  • I don’t have much experience with WOW, only played it a tiny bit, I mainly play FFXIV where you essentially have one character and level all the classes you want on that one character independently. Is this now a thing in WOW because you play one class per character and don’t necessarily want to replay the story stuff every single time you want to play a new class?

  • Cytos Lpagtr

    same with ass rogue and sinister strike. maybe they mean mutilate?

  • Madbrainbox

    They did this because going trough the old content was shit.Firstly,you were too powerful.Secondly,you’d outlevel a zone before you got the chance to complete the story of that zone.

  • Madbrainbox

    It’s not the optimal way to do it but it’s better than what they had before.

  • Madbrainbox

    “Smite (Rank 2), learned at level 16, now increases damage by 50%.”
    I like this.Should help with healing.

  • AnarKreig

    As someone who has leveled several characters through Legion which has its zones with level scaling, this is such a bad implementation. The scaling is fucked up.

  • UnpluggedBeta

    They already fucked everything up by messing with the low-level power levels. This will only improve the terrible levelling experience in that old crappy game.

  • UnpluggedBeta

    It’s not the elegance of vanilla where they actually tried to balance the levelling experience, but it’s better than what they have now where you can kill a monster by looking at it and then level up instantly.

  • orbo

    There’s so much content now that because they have to keep scaling up the leveling process you now level monstrously fast until you’re near the current content, it feels like you’re playing on one of those crappyprivate servers with 100x exp rates.
    You actually couldn’t complete all the quests in a zone before they all turned gray and give no exp reward from out leveling them before this update.Combat was also completely unengaging and uninteresting because, like leveling, there isso much power creep that you absolutely spank enemies with no effort until near current content.

    From what I understand this caused a whole lot of people to quit or acted as a powerful repellent for new players, and as someone that tried legion a few months ago it’s easy to see why because I also quit by level 30 which did not take long at all.

  • random

    No, you still have to fetch 10 rat pelts to do that.

  • Jofe

    Keyword being tried. I remember having to grind like lvls 48-54 because you were too low for Un’goro quests, but too high for everything else (another lvl range to grind was like 36-40, I don’t remember well). As nice as vanilla and BC were they still had some holes while leveling.

  • braneman

    It’s a good thing because before this Blasted Lands was a pain, it sucked because you were always competing with 10 other people for every quest. anything 50-60 was bottlenecked and you were either funneled through Blasted Lands or left to face the horrors of Blackrock Depths, the worst dungeon for an inexperienced group in the entire game.
    Also you would outlevel a zone before you even got a quarter of the way through it if you had Heirloom gear.