Thanks for the share, they are interesting ideas.
I’m personally hung up on the base idea of a WF/TF item being a random proc chance - and an ilvl cap wouldn’t address my concerns with it, that’s even with everything else you’ve brainstormed. The best exampe I have is a hunter that used to be in my guild. They got lucky at the start of this patch, first 2 weeks they had an ilvl of 409 and they are up at 412 ilvl currently, they have forged gear from the following sources:
- Heroic BoD - 410 WF
- M10 - 415 WF
- M10 - 420 TF (this is a weapon)
- M10 - 405
- M10 - 405
In total these items push their ilvl up to 412 from 407. This player is able to parse at 90% overall but 30% for ilvl. This player is objectively worse than others but has been artificially inflated with TF/WF gear. They are able to do better damage because of that luck and are in the top 2% for ilvl of all players on WCL because of that luck and thus get significantly easier access into harder content to continue gearing than others. TF/WF luck doesn’t provide a fair basis for players to start off and progress. It doesn’t consider effort, there’s enough inherent RNG in the base drops to provide enough luck for healthy gameplay in my opinion and we’d be better of with a system that allows the player control over progression of the ilvl of the gear beyond that (as it was obtained from a random % chance). In a game with a community that values performance and balance the way WoW does, I don’t think TF/WF can exist healthily as an RNG based system, even if some of the power associated with it are moved into professions (which would still be a great change IMO).
I also want to touch on the balance issue of why a % TF/WF on a % drop exacerbates bad/good luck. And it’s pretty straightforward in that if you don’t get the base drop, you have fewer chances of a TF occurring (unless Blizzard has an algorithm to adjust for this). So at the start if you get unlucky on the base drops you’re then inherently at a disadvantage with the number of opportunities you have for a TF, logically you will begin to fall behind the mean of community ilvl progression. The community then moves forward with their average ilvl as you fall behind - and as much as the community has come to use external non-ilvl sources as a gauge of skill, ilvl is still judgement of your characters ability to do harder content. So it would naturally follow that you then have a harder time getting into harder content and it’s a cycle the compounds on itself. If it was something that the player had more control over and came up naturally through a deterministic progression the ilvl difference would due to a players lack of effort in combination with luck rather than just luck x2. Just for a counter arguments sack, let’s this is a scenario where Blizzard has a protection system to prevent this kind of compounding back luck from happening. There is still the appearance of unfairness from the players perspective - never lucky, the game doesnt want to progress - I can’t impact my progression. For me, this is a negative mental cycle. It’s not necessarily game breaking because playing with friends can negate this but i think it does create an inherent unfairness that can be a detriment to the pug community.