It is quickly apparent that there won’t be situations where I can just close my eyes and AoE until everything I over-aggro dies simply because I am 10 levels above. Missed or overleveled content will actually have to be played.
— Ravious on Guild Wars 2
Guild Wars is known for having a flat leveling curve, capping early at 20 and staying there. You can feel the change in that design philosophy as you go back in time to Prophecies. In Nightfall, you are near the level cap when you leave the first region. In Prophecies, I was almost to the last mission and still steamrollering almost everything. Levels were lower and the expected player resources were, too.
There are huge zones full of enemies I can’t care about, and it is just an annoyance to cross them in search of some bit of early content. The first mission involves scouting a charr invasion, one that I could single-handedly end given the level differences and my AE skills.
This is the game most famed for its flat leveling curve, but where the curve exists, it really exists. I get sloppy rampaging through these, and I am looking forward to hard mode so I can try them at a meaningful difficulty. In the meantime, I am seeing how many level 10-16 enemies a group of level 20 heroes can aggro without any threat.