"That's really a skill issue."

This sounds like 98.4% of my experiences with arena this season

Oh dear.

Imagine that’s what the game has turned into.

Taking a skill to play well in order to blend in with your peers…

your peers that always decline you for getting into groups.

Perhaps Ion lost sight of what a video game is supposed to be or maybe this has always been the case for many people.

And this is why I play FF14 and considering passing on my guilds on wow to someone else, all you have to do is farm your tomestones, and not constantly do this mythic+…crap.

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Nailed it.

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He’s right and speaking of skill…it’s time to make a moba. Oh wait

…that’s a lie. Between 1700~1800 the sh*t is real - there is toons of well geared players in this rank…and is really hard to achiev 1800 because of that.

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You came to the wrong place for context… You may want to watch the interview yourself.

If he survives getting 1 shot … ya maybe

The man is clueless about his game and until hes canned nothing will improve. Its time for him to be replaced with someone competent.

A video came out a few days ago showing a 190 shadow priest taking an LFG holy pally from 1400-1650. Skill is still the biggest factor when it comes to success.

Ah you mean a DPS survived against a healer . A healer can’t one shot can he ?

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I mean, he beat several War/Hpal teams where the warrior was in 220+. Let me see if I can find the link.

Edit: Link https://youtu.be/2KA26Ojahng

As you can see he beat warriors, rets, etc. and you can see his stats and his gear in the VOD, he’s really 190.

He’d have to engage in PvP content first.

That’s a rank 1 shadow priest in 200 gear + a decent geared gladiator hpal and they only managed to get 1600, 1600 is 50 points above the minimum arena achievement.

For example, when I was brand new to the game and clicked my spells I got 1600 by pressing only arcane blast with trash gear.

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The interactions of stats in pvp are totally different to what he was talking about. Vers is literally a stat that decreases the damage you do to the target.

This quote lacks a lot of context. What is considered “significant”? 10%? 50%?

PvP has a burst issue more than anything else.

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All combat mechanisms have a skill component. Tab-target, full action, hybrid, even turn-based combat games have skill as a factor. And skill in WoW goes beyond the targeting mechanism to things like route planning, cooldown management and situational awareness.

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Either ilvl matters too much in PvP or rating required ilvl brackets don’t fit the current PvP gearing situation. PvP gearing / trying to play PvP only right now is a mess because of this.

PvE gear ilvl is mostly fine, the biggest reasons X person is doing more damage are being better at playing the base rotation, and having better coordinated / more organised groups in which any factors that can reduce damage (Poor mechanic handling, bad kill times, small pulls in m+) are mitigated. Ilvl obviously still matters, and you’ll do a lot less at 195 compared to 226, but there are a lot of other factors at play which cause the 3-4x disparity people like to reference.

You stick the same guy on a target dummy for 5 minutes in 200 ilvl and 226 ilvl he’s not gonna do 3x less damage in that time.

I do agree with Ion’s general view on the stat budgets not having materially changed since Wrath. With that said I think there are complexities that make ultimate results in the live game very different than the 1:1% in the quote.

For example, it definitely isn’t accurate in PvP when you consider that a piece with no versatility can have the same ilvl as one that does, but be vastly different in terms of effectiveness in that content specifically. Similarly the PvP trinkets that enable that effect can have the same ilvl as PvE ones, but wearing the latter in PvP is just going to get you destroyed quickly.

But I think that’s okay, because I doubt he was referring to PvP with that broad summary.

Biggest thing is the game got burstier, and we have more temporary buffs / systems of power beyond just base stats that compound and interact with eachother, instead of just being additive.

I still don’t think raw stat ilvl has the impact a lot of people seem to think it does, at least in pve, but access to specific items / trinkets / legendaries, overlapped with numerous cooldowns and other stat enhancers, means burst damage scales faster than sustain, and those who have those items doing as much damage as they do (Alongside other environmental factors, especially in m+) leads to the belief they’re doing 3-4x the damage of lower ilvl players all the time, and that it’s just the ilvl that’s doing it.

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