Pay money/gold to 4 pros, get a 5v5 team boosted to 2050/2200
Farm your weekly points from 2s/3s and buy gear based on your 5s rating.
1500 to 1850 was less likely to have this issue. But a 0 to 2050? Yeah, thats alot of RMT/Gold thats going to be traded.
I get the scope of increasing the value of competitive pvp gameplay but this causes multiple issues outside of this. One being a reduction of players ranking now that it’s no longer casual gameplay.
Additionally, more gold needs to be trade around and bought. This increases the botting production when previously gold wasn’t a huge commodity in TBC based on lower raiding costs.
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So… what is the issue exactly? I don’t see the difference between one dude needing 200 matches as opposed to 10 dudes needing 20 matches. Maybe now boosts cost 10x the price they would have, but that in itself just makes it far less likely for people to buy it.
get a 5v5 team boosted to 2200 ?! lol you think 2200 in BC is similar to those Naxx GDKP crap that half of the guilds in a realm can sell ? nope doesn’t really matter how much gold the guy offers, there are not many teams that can boost a newbie to 2200 … the number will be so small that you can write it off …
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Which would happen either way. It’ll just take a lot longer starting at 0 rating, and be more difficult since there is PR and they won’t be able to just smurf over the 0 rating teams.
I dont think you fully understand the system so maybe knock that out first before writing your 5 paragraph complaint
You do realize that previous season gear did not have rating requirements right?
Unless they change that too, and they didn’t say that they are, that solves a lot of problems.
The increase in gear quality from season to season is incremental.
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You mean, just like the current dungeon boost market and how that encourages gold buying which is then spent on those very gold farmers dungeon boost toons?
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We would need confirmation from blizz but if previous season gear is freely accessible I have zero issues with what they outlined (aside from the meme tornado )
The problem is it makes pvp wildly unbalanced.
You can be right near 2k rating, yet you won’t have a pvp weapon or pvp shoulders and you’ll be facing teams who do. The best or carried players gain a huge power gain over everyone else. And in order to get over the hump, funny enough, you have to beat them.
You ever play arena where you’re stuck with a weak weapon and you’re facing teams who have it? You pretty much lose because they’ have better gear than you.
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Can someone explain how it use to function before they made changes?
Except arena boosting has very real effects on the game. Dungeon boost market leads to new alts running raids and dungeons making pugs easier.
Arena boosting kills pvp
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Season 1 gear was very expensive. You needed arena points and you only got these once a week and it took a long time to get. If your team was average it would take about 2 months to get. If your team was a Gladiator level team it would take 4 weeks (1 month) to get. It didnt’ require rating but having a higher rating allowed you to achieve the pieces much faster.
Season 2 gear required the same amount of time to get as season 1 gear. Season 1 gear had its costs reduced due to Season 2 gear existing. The thing is that top teams were able to finish their pvp sets near teh end of the season and average teams were still missing a few pieces near the end.
Season 3 gear was really strong, it was comparable to Tier 6 and PvEers complained heavily about the power level of PvP gear being used to skip tiers in PvE that ratings were tied to the biggest power slots (Weapons). They also added rating to Shoulders also since they were usually the most aesthetically pleasing parts of the armor (usually).
Season 4 gear was also really strong. All of the pieces were even strong to the point where some honor pieces also needed to have ratings attached. If your team was high rated from S3/S4, you wouldn’t have noticed as the non-weapon/shoulder pieces had low rating requirements.
So the change hurts casuals by removing the long but steady road to getting fully geared and doesn’t really affect the people that already played at a 2k+ level?
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The change hurts casuals by removing the long and steady road to getting fully gear and the people that already played at a 2k+ level won’t be using their points on a weapon as you want to craft or raid for the weapon anyway. So most people at a 2k level will probably be getting things like gloves which are BiS for PvP in most cases (especially rogues).
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Your right on some points but this will decrease the competition imo because less people will participate in pvp. Once you gate gear and people fail they will lose interest in pvp. The original design was s1-2 free welfare gear but good players got it significantly quicker then bad players. S3 was 1850/2000 and s4 was 2050/2200 for weapons and shoulders.
I do agree that this will promote RMT which will turn this into destiny’s current trials pvp. Which is a ridiculous amount of paid carries.
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Side note this will decrease people on alts in arena as well. This is a god awful change for pvp I can’t even LOL
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Also to further clarify - the original gear rankings required in S2 and beyond were 1850 for weapon and 2200 for shoulders.
2200 was a hard reach for most, 1850 wasn’t too awful but still a challenge.
The other issue is that there’s entire classes that are really not great with syngery for arena outside of 5s, which would be fine if ratings didn’t matter. But now they really do. So our boomkins, shamans, hunters, and pallies are really going to be struggling for ratings. 5s just didn’t pop that great as the season went on.
S1 - No requirements on Weapon and Shoulders
S2 - No requirements on Weapon and Shoulders
S3 - Weapon 1850, Shoulders 2000
S4 - Weapon 2050, Shoulders 2200 - S3Weapon 1800, S3Shoulders 1950
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Thanks for this - I guess I was mish-moshing S3 and S4 together. Man, it’s actually worse than I thought, lol.
This was the original design and was balanced imo. Great players got gear really fast. If you had a high rated 3s or 5s team you would get weapons in 3 weeks (900-1100 a week) vs casuals getting 300-400 AP a week
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I agree. It made for an eventually fairly even playing field and also awarded the top by letting them enjoy the gear sooner.
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