Scaling awesomely with gear as compensation for doing bad damage when undergeared is not good game design.
This quote, in a nutshell, describes the issues with gear scaling.
The idea that you start off weaker in return for being stronger later on sounds like a payoff that most people understand. A lot of players make these assumptions too — if a character is easier/ faster to level they feel that there should be some kind of built-in cost. It just doesn’t work in an MMO with multiple classes who are all required to end up at around the same level.
Or rather, because everything in MMOs is weighted towards endgame, there is no amount of weakness early on that could really make up for being overpowered at the end. One is just more important than the other. Plus it makes the early game miserable.
In this quote, he’s talking about Fury warriors. (I wish mine did that sort of damage. I think I lost my Fury mojo from doing too much tanking … or something.) But this also represents the challenges of Cataclysm. Blizzard is going to try to make all classes scale evenly and equally with gear. That isn’t currently the case, and it’s accepted as an issue. So good luck to them on that. Unfortunately it isn’t the kind of flashy player-pleasing fix that grabs headlines and draws in the crowds, but it’s probably the biggest long term endgame fix that they’ve ever made to the game.
But do you agree with the quote? Surely in a gear based game, being able to scale awesomely with gear is one of the great motivating factors to progress your character?