Look, gear is a crutch. It makes content easier.
Players with full 226 gear aren’t better players, they just have better gear. So to really make those skilled players shine, their ilvl should actually decrease in order to show that they are accomplishing a real challenge while still being able to pump numbers and stay alive in the game
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Reminds me of MoP Challenge Mode… still wearing the tmog today
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Why even raise ilvl then?
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So players should just purposely fail mechanics and keep themselves in low tier raids to get highest item level gear?
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Hey you can run your m15s naked if you want, the challenge IS still there.
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Good point. The problem with wow is that it gets easier with time, not harder, so it inflates the egos of crybaby elitists who think they somehow “deserve” higher ilvl gear that makes the game easier for them.
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Is this another veiled thread about how world quests should give Mythic level gear because you pay the same monthly sub as Mythic raiders? The concept that you’re discussing makes zero logical sense and goes directly against virtually every other game on the market.
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It makes logical sense that if a player boasts about being good then they should be good in lesser gear. Otherwise it’s just their ilvl carrying them.
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In no other game does that work. At some point it becomes statistically impossible to defeat an encounter without the correct output of numbers, which are directly influenced by the numbers on the gear they receive.
“Good” is beyond simply taking down a boss. It’s being able to mechanically control your character to navigate the encounter successfully, an ability that average players sincerely and sorely lack (as evident by LFR). When a boss’ HP had to hit zero within a certain time frame, lesser gear would not allow a spell or ability to reach the consistent output required to do that.
This is the case with nearly every game out there that has progressive difficulty in encounters. Especially in the RPG world.
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On one hand this proposition sounds absurd, but on the other a lot of systems (some game systems, even) are structured around diminishing returns which aren’t decreases but are in the same family.
It might actually be interesting to put ilvl jumps between difficulties on a diminishing curve instead of it being linear. It’d allow for a more narrow ilvl gap between the bottom and top that resembles that that of a system with 2-3 tiers.
If a strongman comes up to you and says one of these, which thing sounds more like a challenge:
“I could beat you with one hand tied behind my back!”
“I could beat you with an arsenal of automatic guns and ammo!”
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Uh…not comparable?
Can a player defeat Mythic Denathrius without dying while pushing out the DPS required to clear the content?
The only way to do so is with mechanical skill in both the encounter and the class, and you physically can only put out so much damage before the stats on the gear you’re wearing hold you back.
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Ah the days of stacking gem slot gear
People didn’t even advertise ilvl, they said they had 22 sockets 
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Then I guess you better start doing crunches, pal, and stop relying on your gear to carry you.
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I thought the whole point of gearing up was so you could do stuff more easily. I don’t think there’s much skill involved, anyway. Almost anyone playing my character with all the sims I’ve ran on him and the meta build he has could at least time a 12.
You know, I didn’t really hear about that until afterwards, but I was in full mythic gear, with all the right stats and great trinks, they were just scaled down a bit… and MoP destro was just destroying everything back then
Got to admit, me and my guildies traded a lot of runs for gold
Back then it seemed harmless because it was for mounts and tmogs , now that M+ has become a loot pinata, where the best gear in the game is involved… it just doesn’t seem right
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You aren’t really understanding that mathematics are involved here, are you?
At this point we won’t agree on your bad take. Hope your day improves, friend.
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