tl;dr - I wrote a lot there… if you get through it, kudos to you, but I’ll provide a summary
- Overall great proposal. This is something players have wanted for quite some time!
- Being able to upgrade your items is great and helps you progress your character.
- Consider allowing targeted items to be purchased for a high valor cost, at a low item level.
- Are the ilvl caps reasonable for expected progression? Is it reasonable to expect an average player at ilvl 213 to complete Keystone Master? It feels like this could be tweaked slightly to create a smoother progression experience for all players, being able to work towards better gear to overcome harder challenges.
- Tying the ilvl caps to achievements gives players great goals; however, keys are currently very random and the community not so welcoming. Perhaps valor could be used to purchase keys in some fashion to allow players to better progress towards these acehivements?
- Raiding being omitted from the Valor system seems… odd. Is there any reason for this? Can raiding share in this system, or have its own? Both raiding and M+ currently feel the weight of the decreased loot chances.
That pretty much covers what I say below, but I do encourage you to read on!
For my own feedback on this system…
To start, I think this is a welcome change. PvE used to have something like this back in Cataclysm and it’s something a lot of players have wanted back for a long time. It’s a great way to give players a bit of control over their own character progression, as well as to fill in some of the gaps left behind by some rotten RNG luck. I’m very happy that Blizzard is bringing this approach back into the picture.
For the overall mechanics, things are slightly different than they were back in Cata. In those days, you would gather your currency and outright purchase an item that you wanted. In this system, you have to get the drop you want, on any key difficulty, and then upgrade it to a higher item level with your valor currency.
On the one hand, I really like this in that it lets you progress your items. So if you get an item in a slot with a stat balance that you like and want to keep, you have the freedom to upgrade it so that it stays competitive with the rest of your gear. On the other hand, you’re still pretty much at the whims of RNJesus to get that item you want. Given the nature of the current loot drop system, this can often be a very frustrating experience.
Understandably, it doesn’t make sense to let players get all the best items right away. Perhaps there’s a middle ground to be offered here, where the proposed system exists and items can be upgraded for a reasonable Valor point cost, but then you also have the capability to purchase any item in the loot table, at the lowest tier (ilvl 200, currently) for a very high Valor point cost. Perhaps the equivalent of 2 weekly caps (I assume there will be weekly caps). This keeps progression pacing intact but it also allows players to offset bad luck in drops by targeting a piece of gear that they need, but aren’t getting.
I’d also like to touch on the ilvl caps. It makes sense why we would want to have this; however, I feel like the current proposal doesn’t support player progression. WoW PvE tends to feel good when players can progress through content, upgrading as they go to tackle more and more difficult content. Player skill factors in here, allowing players to skip sections if they play well; however, gear upgrades traditionally allow players to overcome mechanics that might otherwise hinder them at their skill level.
In the current 9.0.5 proposal, players would be blocked in progression at ilvl 213 (barring Great Vault upgrades) until they had completed all keys at 15 or higher. The question becomes, is ilvl 213 reasonable for the average player to be completing a +15 key? For me, I think that might be a little too high… especially given that the Vault reward for completing a +15 is an ilvl 226 item. Perhaps these caps could be shifted up slightly to provide a smoother progression curve for players who aren’t as skilled, but will eventually find success due to more powerful gear.
It’s also worth mentioning that getting those achievements can be quite difficult. Not only is the key you get completely random, but you might not time it. It could be some time before you get that key again. Normally I would say that this can be something the community can overcome, but the M+ community is very… closed off. Perhaps there are improvements that could be made to the overall M+ system and how keys are handled, but I think that’s a different conversation. I think having the caps be tied to the achievements is actually kind of cool, but maybe some consideration should be given to the nature of key acquisition and progression here.
In an attempt to provide some constructive feedback, what if Valor points could be used to purchase a key to a dungeon at a given level. Perhaps you will have had to have completed that dungeon on a lower key… so maybe you can only buy a key that’s one or two levels higher than a key you’ve already completed? Just something to give players a bit more control over which keys they get, as they work towards those achievements.
Finally, this is a great system for M+ but raiding suffers from the same loot frustrations as M+. Is there any reason this system is isolated from raiding? It feels like they could be lumped under the same umbrella. If not, perhaps an identical system with a different currency for raiding?
Anyway, thanks for reading. If you made it through this far, treat yourself to a cookie. You’ve earned it!