Instead of 2-trink bonus, just scale PVP gear in PVP

Using one gimmickesque exploit to dismiss all of scaling and justify the clunky wod gearing feels a little disingenious. Are there wonky scenarios where scaling is exploitable and more impactful than WoD gear scaling? Sure, of course there are. But these are OUTLIERS.

The fact that one situation rose is a problem

“If it isn’t 100% perfect all the time then its bad” is kind of what I’m interpreting your view as, which I think is misguided. I think less situations arise with BfA scaling than situations that arose with WoD scaling.

Considering he has pumped out video after video for months now with these exploits of the current system I do not believe this is disingenuous at all.

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Yes, and they all require wacky, unrealistic set-up, and they’re mostly solved within a day. Blizzard has been ON TOP of fixing Rextory’s exploits. And it has taken him how long to produce these gimmicks? We’ve had BfA scaling for years now, and yet people only realized a few months ago because of Chuck, and Rextroy only recently capitialized on it. So yeah, I’d still claim its a little disingenuous.

The discussion should be about mitigating the current scaling’s downfall, instead of reverting back to a system with EVEN MORE downfalls.

I do concede however, that there is a decent chance that Blizzard will throw away the system. The recent gear changes in Slands might just be enough to negate the need for a scaling system.

Blizzard will always do the right thing, as they’ve done for the 16 years I’ve been a customer.

They don’t though, that’s why the competitive pvp community shrinks with every expansion and less people overall play pvp.
We’ve actually gotten to the point where any sort of pvp is a completely non viable way to gear for pvp. They’ve been doing the wrong thing over and over so much they’re acting on community feedback instead of having their own direction.

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I would argue this is more due to series fatigue over anything else. Forums are vocal, but everyone is still subbed. :man_shrugging: The reality is that WoW is just a very old game.

But let’s stay on topic please.

No it was shown in the first month of bfa. Cdew made an entire video on it and how they were scared others would find out before blizzcon and use it. He then demonstrated how it worked. This was in 2018 lmao

I mean if they always do the right thing why was wod pvp gear implemented in the first place? Why do they have to balance things if they always do the right thing? Why do they have to change and rework classes if they always do the right thing? Blizzard isn’t god lmao This statement is extremely flawed.

So you agree with me, only Chuck knew and others didn’t. Thank you for strengthening my point.

No it was actually trill that found it first. Also other teams came out and said they knew about it but no one was scummy enough to abuse it in the tournaments. People definitely were using it on live though and it started to become less and less niche during the first season of bfa. I remember talking to wallabare about it and whether he thought it was worth investing time into understanding or not. This was in November 2018.

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A unique fatigue that only affects wow it seems while other competitive games maintain stable or growing playerbases. WoW pvp specifically doesn’t draw in players because its unrewarding and not fun to get stomped by geared players.

Like it not this is the topic, gearing in PVP is a miserable joke compared to the rate of gear acquisition in PVE which is why these dumb levers and scaling mechanics exist because Blizzard refuses to either make PVE gearing harder, or make PVP gearing easier.

Yeah, like CS:GO and Hearthstone? It is only naturaul for popularity to diminish over time, regardless of their quality. WoW’s popularity is also especially subject to a changing gaming climate. Gaming is a lot less niche and way more casual, the hardcore MMO RPG players grew out of gaming, and have yet to be replaced as most new gamers trend towards something like Fortnite and League.

Which is being changed next expac, like I said, Blizzard will always do the right thing in the end.

That’s not why BfA scaling exists…

Actual bait.

You talking wearing the best azerite armor and greens for everything else?

How about this, let’s just address the root cause for the need of scaling.

Number bloat gets insane when you have 4 difficulties of raid with a 15 ilvl separation between each difficultly. This means one raid tier spans 45 ilvls worth of gear, approximately 45% difference in stats since 1 ilvl is approximately 1.01% stats.

In Wrath, the difference between someone wearing Heroic gear from the previous tier and heroic gear from the current tier was 19 ilvls (TOGC 25H 258, ICC 25H 277).

In BFA, going from mythic gear of one tier to the next tier was a difference of 30 item levels.

As a result we end up with the following ramifications.

Throughout the entirety of WOTLK, endgame content spanned an item level gap of 213 (Naxx) to 277 (ICC 25H) excluding LK weps. A total of 64 item levels (64% stat change approx).

Throughout the entirety of BFA, endgame content spanned an item level gap of 345 (Uldir LFR) to 475 (Ny’alotha Mythic) not counting Nzoth drops. A total of 130 ilvls. (130% stat change approx).

Next let us compare 4 difficulties of Current WOW versus 4 difficulties in WOTLK.

WOTLK: 4 difficulties wasn’t a thing until Ulduar, technically. So I will use ICC for this since there was a clear distinction between difficulties. ICC came in 4 difficulties. 10N (251 ilvl), 10H (264 ilvl), 25N (264 ilvl), and 25H (277 ilvl). This means one tier of raid gear had an overall gap 26 item levels. There was, approximately, a 26% different in stats (not necessarily potential because trinkets differences) between a 10N and a 25H raider.

BFA: Now here we are in Ny’alotha. Ny’alotha spans 4 difficulties. LFR (430 ilvl), Normal (445 ilvl), Heroic (460 ilvl), and Mythic (445 ilvl). This means one raid tier has an overall gap of 45 item levels, almost twice what was covered by a raid back in Wrath.

This came as a result from the philosophy that people wanted to “feel” the upgrades they got, thus widening the ilvl. This widening ilvl gap created the situation where fresh characters were getting needlessly annihilated, which caused blizzards pvp scaling business.

TL;DR, item level gaps between tiers and difficulties are almost twice what they used to be. This causes number bloat which is the root cause of what is making people upset. Get rid of a couple raid difficulties and we mitigate most of the problem.

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yea pretty much. was basically wear green armor and profit

Its like saying this is a perfectly good car, but in some situations it’s going to explode.

I wouldn’t drive it

Which is why everyone wants WoD gear back and BfA/SL hidden scaling removed.

Wouldn’t blame entirely Blizzard for this tbh. The PvP community itself is pretty good at turning off people from it as well.

Source : The LFG tool.

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Barrier for entry is a little high which contributes to that attitude, but I agree with you.