Problem you’re trying to solve
There are some skills that do not scale with the level of the caster or the level of the mobs, causing low level players to be able to use them to kill any mob in the game. I don’t know if this is a complete list, but so far the ones I have noticed are:
Quantum Fixer Turrets: Level 15 Turrets are able to kill Level 60+ mobs
Quantum Fixer Rend: Level 15 with Smite can destroy all shields from Level 60+ Mobs
Shadowblade Oil Traps: No mobs can resist these movement skills, so a Level 15 Shadowblade can Trap a Level 60+ mob while range burns them down.
How you currently feel about this in-game and how you think you should feel
As much as we all love running level 65 Dungeons with a group of level 15’s, we don’t think this is the intended level progression. We actually want to have to level up to do this high level content
Any ideas you have on how things could be improved, fixed, or add more fun to the experience
Depending on the skill, scaling the damage up with the level of the player or making it so higher level mobs can partially or fully resist the skill depending on how many levels above the player they are should work to fix these.
Quantum Fixer Turrets: Scale the damage of the turrets up with the level of the player. If this is already being done it means the scaling is off or too strong because Level 15 Turrets can kill level 60+ mobs. Currently these turrets appear to be the best DPS in the game, which should not be the case for the Quantum Fixer.
Quantum Fixer Rend: Either scale the shield damage up with the level of the caster, or make it so higher level mobs partially or fully resist it depending on how above caster level they are.
Shadowblade Oil Trap: Mobs over a certain level higher than the player should partially or fully resist these Oil Traps and movement reduction skills. I like things on a sliding scale, where maybe within 10 levels higher there is no resistance, and then for each level over that, they don’t get stuck for as long until 5 level over the player level and then they will only stop for a quick second and then keep running through it.
If anyone notices skill that are like this that should scale based on the players level or mobs level so they can’t be used to exploit end game content at low levels, please post them here!