I don’t… personally feel its a bad thing? Sure it sucks for me because i do 0 pve at all, but i can see how 1/9 starter conquest gear would make lfr/normal/heroic/m+ players feel they need a conquest set if they want to do outdoors content due to free 424 scaling in warmode?
Idk. I just want whatever mop was and i’ll happily sacrifice the happiness of the remaining wpvpers if it means all conquest gear is equal in instanced pvp
Remember when it scaled up to normal and took 28 days ?
Oh yeah, casuals were in an uproar that it was too long.
Let’s face, “Casuals” on GD don’t want long grinds for good ilvl. They want instant free gear mailed to them after completing a single mob kill quest. And I bet they’d find a way to complain about that too.
I think that might be true for older players, but definitely not for younger generations of gamers or those who never found dungeon and dragons cool. A lot of people don’t see wow as a traditional rpg and more so as an entertaining activity they’ve added to their routine with the added bonus of being able to hangout with friends in a virtual world
That’s why these threads are pointless. You have the group that just wants more better the same or faster, the group that just thinks that the progression is too fast, and that’s hurting the sense of progression.
Both groups claim the mantel of casuals or world players, yet the requests contradict.
WoW devs keep saying “WoD-style PvP gear”, but we still keep getting these silly gimmicks instead of the actual WoD systems. Not having to upgrade for PvP iLvl is good, but now we need rating to upgrade for PvE, and iLvl in warmode is super low?
Everyone is going to have a different opinion about how high world content gear should go, because it is such a different style of content than dungeons and raids.
Heroic in BfA may have been going too far. But LFR in DF would be adding injury to insult. So I suggest Normal as a compromise.
You bet I would complain if each piece of gear didn’t proc with tertiaries and sockets. Give us a loot piñata bunny world boss with infinite bonus rolls, as I don’t even want to bother opening my mail until they add a mailbox mount to the game.
Sarcasm aside, why does the concept of open world players earning Normal raid iLvl make elitist players feel threatened or like their Heroic or Mythic iLvl is being infringed upon? Anything that open world players earn, or say that they want to earn, is inflated in the minds of elites beyond recognition.
One group doesn’t want it to be comparable ilvl because then their raid lead forces them to do that trivial content to keep their spot/stay competitive/help the team progress
The other group feels that their sense of enjoyment from tabletop rpg progression should be the same enjoyment everyone else feels, otherwise they’re playing the wrong game (but there are players who feel enjoyment without the standard 1974 rpg progression and play wow for different reasons than the sense of adventure)
I don’t think its possible to find a compromise that won’t upset one side or the other and it makes sense that blizz tries to stick to standard rpg things
So the Gavel is a lie?! And the higher iLvl tier pieces and other loot?
I can only imagine what kind of thread would be started if the max iLvl from M+ or raiding was nerfed 13 iLvl one expansion, then nerfed another 13 iLvl the next expansion.
The scaling system out in the world is so bad that many have resorted to stripping down or using greens to do world content.
If you are using blues or low end epics which is what most world quest players will have access to they are punished hard by scaling.
Basically you need high end epics to overcome BlizZard’s scaling out in the world or you strip down which is counter intuitive for a MMORPG like WoW which promotes gearing progression with each new expansion.
It was at its worst in BFA but it still exists in systemlands.
Lets hope they don’t make the same mistake with DF.
Wait… that means that people don’t do WQs because they enjoy it? Why is it ok for WQers to be gear-focused but not people who want to preserve the social and group gameplay?
There’s no reason solo WQ players should get gear that they don’t need to do solo WQ content. I don’t want to pander to their need to down an elite 2 seconds faster at the cost of disincentivising people from grouping up for challenges.
then i want them to find single player games that suit them.
How would you distinguish them from the players who quit because of Cata being a disappointing expansion? Because of Pandas and the removal of the talent tree? Because WoD and garrisons gutted wPVP and the social game? Because they were sick of the AP grind in Legion? Because BFA vomited gear at people to a degree that made gear meaningless? What data do you have to show that the millions who quit, quit because of the reason that suits your argument?
WoW rose to greatness when it encouraged people to group up. We’ve had enough disastrous expansions pandering to solo players in one way or another.
You continue to ask these questions, but refuse to answer why you think they should have access to gear that is earned by players completing challenging content.
Players are rewarded for their time and effort while completing challenging content. Give open-world only players access to Normal Raid equivalent gear undermines their accomplishments, because like you say, WoW is rewards driven.
Every tier of content: leveling dungeons, open world, M+, Raid, PvP, ect all provide rewards relative to its difficulty. You are rewarded by continuing to progress into more and more challenging content. You are not meant to be continuously rewarded for staying in tier 1 (quests, open-world, normal/heroic dungeons) content.
All the Covenant games like Ember Court and the Abomination Factory were activities that had no power rewards. The problem was very few players did those activities because they offered no power.