- Jan. 10, 2007, 1:07 a.m.
The original design of some items didn't take into account the need for them to be unique and powerful, but only within a specific level range. Their ability to scale creates a dangerous situation when attempting to create future content or balance player interaction. It worked fine to some degree in the current game, but as we move on to higher levels those items need to be cycled out appropriately. Item scaling becomes increasingly dangerous as the level cap raises as we're no longer designing the game for the items in a specific expansion or level range, but for all of the items ever made that fall into this category. It can quickly get out of control and create a sort of itemization and balancing quagmire (giggity giggity goo).
It was an inevitable change, but there are going to be tons of new items in your future and soon enough you'll be saying "Tidal Charm Schmidal Charm ", or maybe something less stupid sounding.