I think an ilvl Cap that is raised weekly(for both pvp and pve ilvl) instead of currency caps and raid lockouts, would be a progressive step forward.
Pros:
Misspending currency, or playing specs with different stat priorities is not unnecessarily punished
Unlimited runs, and wipes with any group of people, without an unnecessary limitation(s)
Surely this would be resulting in more players trying/enjoying raiding, M+ and PvP
Cons:
Carrying services may lower their prices
People acquire all the gear they want early(even though they can’t equip it)then stop playing (or until they can equip it all)
Complicate gear upgrades
The Equipped ilvl Cap and Upgrade Cap
Basically caps the ilvl one could have equipped. This Average ilvl would ignore ilvl below a certain point. Also, you would be limited in how much you can upgrade, if it’s equipped and upgrading the gear brings you passed the cap, then it won’t let you upgrade yet. I’m not good at mathing so I’ll leave these calculations to the wizards.
Rolls Trades and Vault System
So there may be a limit on rolls or trades, even though you’re able to reset instance over and over again. If this was the case, not saying it must be, you’d be able to choose the drops of gear to be in your weekly vault.
Purchase limits
Purchase limits, which I’m not fond of, could be in place still or even amplified due to there being no cap on currencies. I don’t like that being part of the solution, but personally, I think it’s a better compromise. It feels good (at least have the option) to earn more currency for future use than to just be done for the week, because the currency cap.
Disclaimer
I don’t really Raid, or M+ much. If you like the system as it is now, that’s fine. I think this idea is better or at least can be tweaked a bit to accommodate unnecessary complications or concerns. I’ll need help to consider these problems, and ideally, also get help to solve them.
Its an average ilvl cap that ignores ilvl under a certain number. Now i didn’t do the maths but I assumed it’s doable this method.
High end content, even just heroic dungeons have an ilvl requirement or recommended ilvl so you pick from those, I assume. So basically if it is recommended to have x ilvl for a 10 key, you can make the ilvl cap gradually get to there week 4 or sooner, or later.
Well it’s replacing the time gating that’s already in place with a timegate that will give rewards and options to work towards upgrades.
There is an untested conclusion that if they got rid of the gearing timegates, that people would be less active and stop playing the game sooner, limiting overall engagement.
Operating under that, we should try to make the game more fun, to reinforce the illusion of there not being timegates. Being able to earn currency, reset raids would go a long way in doing that.
My issue is simply this - I’ve never quite agreed with the concept that just because something is possible in game, means you HAVE TO DO IT.
I’ve struggled with this concept from day 1 in this game. LOTS of sweatlords will say that unless Daddy Blizzard imposes limits/caps during the first few weeks of a season, then
People who raid mythic will be EXPECTED to run 900+ keys or do 900+ split runs a week?
people with no life/job will outgear everyone in a few days and burn themselves out.
Both 1 & 2 are a life-skill/maturity/being an adult “issues” and I fail to see how imposing this on everyone is somehow good for the game or respects my time…
Also, the people who say “oh well I’ll have to do this because i can” are (sorry for saying this) delusional and I guess I fail to see how their mental issues need to be everyone else’s problem
Well the content has to be tuned around players capabilities or it’s simply too easy at launch. We’ve seen them fail to do this in the past and its resulted in raid tiers falling over like en.