Then lets just have 1 set of Honor Gear thats upgraded and we all fight from that.
Why does Arena offer higher gear, should not they all enter the Battle equally geared so the outcome is based on Class Comp and Skill level?
Now you have segregated groups, BGers Max gear, Arena Max gear and Raiders max gear… When it should be all pvpers have the same gear for that activity. Should be Raid gear and Pvp gear!
Arena should give prizes like Enchants, Mounts, Titles, Xmogs, etc. I do not understand why they need higher gear.
Everyone should do pvp and upgrade there gear to max and that’s that! Then no matter where or when they fight the gear is the same, only skill and or class advantages would be effected.
Add PvP power to pvp gear and that prevents Raiders from over powering us and all is balanced. Everything would be back to normal, we all do pvp and get the same gear, and if we want to Raid we go raid!
Honor gear ilvl is defaulted upward to 195 in instanced PvP.
PvE gear is defaulted downward to 195 in instanced PvP.
Conquest gear stays the same.
This provides PvPers a strong starting point for PvP, as soon as they hit 60 (if they banked some honor while leveling), while ensuring PvEers will never eclipse even an honor-geared PvPer. It also ensures that PvPers still get a reasonable progression in power as the season goes on via conquest gear.
I agree, I always see these Arena Players flexing their ratings, but then always wanting higher better gear!
If I was an awesome pvper ( and I am pretty decent ) I wouldn’t care if I have advantage on gear as I would prove my merit on the field with my actions and activity!
Rated BGs should not give gear either, should give enchants, xmogs, prizes, titles etc. Everyone should pvp with the same gear give or take small stat change.
Everyone could earn BIS PvP gear, even if you played casually
Rating got you better gear faster, but not too fast
In late WOD, you could fully catch up on missed Conquest
Only issues I really had with WOD was that the ilvl floor of instanced PvP needed to be brought up for fresh 100s, and I hated the Ashran/RBG loot boxes (which just existed to bait people into unpopular content.)
I have seen this, I have seen high geared players that just didn’t utilize the abilities I was waiting for them to use against me!
However that for me at least is a rarity, most times its pvers that can pvp in raid gear just bombing me with nasty stuff. Ranged classes that can snare, root and kite can get away with this more then a poorly played melee.
I really wonder where this idea that MMORPG is a game category that specifically means a power growth curve came from, because the source of that idea needs to play more than 1 video game.
MMO, RPG, and Power Growth are all separate game mechanics that show up in different incarnations in different games. each one can be removed from the other and used on its own. and these are 3 of hundreds of game mechanics and game designs.
with the recent rerelease of tony hawks pro skater, we can talk about trick games again, remember back in 1999-2001 when extreme sports trick games were all the rage? you had tricks with skateboards, tricks with bikes, tricks with razor scooters(hidden gem of a game), and then you had racing games with tricks like sled storm, or any of the tons of dirt bike games.
what about twisted metal and vigilante 8, are they driving games or shooting games? speaking of that, what about GTA online, is it an MMO? a shooter? a driving game? a sandbox? a lobby shooter?
game developers grab and borrow ideas from each other all the time, to say that because they grabbed idea X that they must follow the formula that all others who have used X before must follow is flat out wrong.
there is nothing about MMORPGs that says they need power growth over time, these two mechanics can be separated, especially when you consider that currently we all eventually vendor the actual power parts of the rewards and only keep the cosmetic, we have no attachment to the power.