I really enjoy BFA: we can get a gear upgrade from any activities we want to do.
We can do PVP (random drop or weekly conquest quest/chest), Dungeons, Raiding and World questing.
That is the real reason why Blizzard removed raid gear set bonuses. They want people to do what they want to do.
No need to X or Y, you can play the way you want and have fun.
What you propose is to force people into doing raiding again and only having one source of gear. Classic is like that, have you try it?
Thatâs simply not true. We have a system now where we have numerical inflation that requires a squish every other expansion. This system would eliminate that.
Your system, doubling every tier, would still require a âsquishâ every once in a while. You know why ? Because people like you who hate big numbers. If it werenât for your guys, weâd have ilvl 1500 by now and be doing billions of DPS.
Iâm sure quite sure how it specifically relates to benthic in the manner you seem to be getting at as one of the big issues with benthic was the value of itâs bonus effects, or specifically bonus effects combined with gem slots.
However I do agree in general with what you are saying.
Benthic as upgradeable pieces that you can farm towards with currency = good
The effects that they brought, as you said needed to be synonymous with effects gained with the raid content of the patch though as well to balance them out so that they didnât overall out perform every other gear.
I definitely think that going forward content specific affixes on gear makes sense as a solution to perpetual gear scaling and the problem of infinite scaling that we currently see in game. It allows for a more sideways progression through patches with steady linear progression over the expansion.
I feel it kind of keeps things more relevant throughout the patch as well, older raids etc would still be relatively challenging and rewarding in later patches if you donât have the affixes as you are only 15-30 ilvls higher by the end of the expansion.
Also it keeps players relevant as a catch up if they have been away from the game for awhile as they would have missed only up to 15 ilvls from skipping a patch, however as far as new raid affixes go they would be on equal footing.
I would imagine something of a system where off-pieces grant a set bonus towards that content, with tier pieces having more general spec bonuses similar to the past.
Maybe weapons have a more significant effect to continue their relevance as power pieces.
My proposed system doesnât âdouble every tierâ. It âhalves every tierâ, then doubles over the tier, the net being that you always end up doing around the same damage numbers in the end. Therefor no inflation. Your damage numbers always stay in the same relatively small range. And yet, you progress, because within a tier you end up doing more damage (and taking less) as you gain more gear. Then you move to the next tier and it halves again.
Iâm only saying âhalfâ, because your claim that dps doubles over a raid tier. I personally think that half/double is excessive.
If itâs âjust a numberâ then you shouldnât have an issue with it being smaller. Right?
Agreed, but in a system that was designed around those affixes for content bonuses I would imagine that M+ also has itâs own affix for the content which not only rewards players who want to do that content for doing it, but potentially also can increase the viability of classes if the affixes are handled well.
Same with PvP.
I agree that itâs not for everyone and it needs more than the 2 minutes of thought to flesh out, but thatâs why I think a soft system is best like the OP stated, you still gain ilvls, but the gap is simply smaller. So the raid gear would still benefit as a base level for M+, but getting the M+ gear would eventually grant more benefit, same vice-versa.
M+ would objectively have it better I would imagine, as I would expect the increase in lvl with season would continue over, however since the affixes are more generalized you would be able to continue using those pieces and simply replace them with upgrades from the new season, where as the raid gear wouldnât carry over as much.
That said I donât believe gearing needs to be homogenized with a single best way to do it like the current system has, I find it boring and unrewarding for playera who prefer specific forms of content.
Realistically you donât regress, as with any new content released it is balanced on the expectation of the base ilvl for that content, there wouldnât realistically be any significant change. Obviously that depends a lot on how the affixes are implemented, and they would probably have to be more static similar to benthic effects rather than tier specific pieces which can affect rotation etc but realistically they donât have to be super exciting, as they are simply a bonus on top of what would normally be bog standard primary + 2 secondary gear that isnât super interesting anyway.
âI agree that itâs not for everyone and it needs more than the 2 minutes of thought to flesh out, but thatâs why I think a soft system is best like the OP stated, you still gain ilvls, but the gap is simply smaller. So the raid gear would still benefit as a base level for M+, but getting the M+ gear would eventually grant more benefit, same vice-versa.â
This is exactly what Iâm talking about. Thank you for catching my drift, Haavi.
Like how resil helped in arena, raid affixes would help in raid, and m+ affixes would help in m+. The base ilv could be the same and grow very slowly. This would result in you being able to skip a raid tier and slip into the next raid tier without penalty, excel at your area of play without increase general power levels, and largely end the extreme stat growth and squish cycle blizzard has locked themselves into.
Blizzard has moved to a seasonal model for everything, but they havenât built a way to have seasonal progression without doing their seasonal reset by nuking everything with +30 ilv growth.
Iâm not saying ignore the existence of Benthicc gear, Iâm saying ignore the parts that Blizzard has acknowledged were a mistake because they wonât do that in the future- so letâs take a look at the potentially good idea that was hiding under their mistake.
That basically turns WoW into a lobby game, where you âpick your heroâ for content you want to do. Rather than an RPG where you obtained a weapon, either forged by the best smiths of your faction (PvP), or found in the deepest dungeon, in the clutches of a great demon or in a dragonâs hoard (PvE).
WoW is at its core not an eSport, and any suggestions to âseperate the gearâ so that it only works in the content sphere you obtained it is an effort to simply make WoW into a sort of lobby eSport game, where you have 3-4 game modes, and different progression for each, rather than the RPG itâs supposed to be.
If youâre not playing WoW because itâs an RPG, and your issue is that itâs not that great as an eSport, I have bad news : youâre the problem with the game at this point (Iâm not saying you, as you YOU, but as in the people who think WoW should be more eSport friendly).
If anything, Legion and BfA have both been the most friendly as far as gear progression. It used to be âRaid or Dieâ, with PvP being treated as a side game. Now everything can progress everything, and people outside of Raiding can get access to very powerful gear that rivals raiding gear.
You do regress. Your highest parse on a EP boss with EP affixes would suddenly be 20-30% lower on the first boss of Nyâalotha.
Again, sounds like eSport. Youâre being regressed in new content, rather than continuing where you were as you would in a typical RPG.
The question is now : why do so many of you want WoW to be an eSport, rather than an RPG.