So we use to… get a piece of gear… and upgrade it with valor points. Now, there are many types of gear with different caps and many types of resources to gather to upgrade different types of gear.
Why is this good? This is transforming a very simple and effective gearing system into some sort of dumpster fire system…
I recently came back to wow and just can’t understand why such change was implemented.
Because it expands the gear upgrade system beyond M+ to now include raids, PVP, and open world content.
It also removes degenerative gameplay incentives by requiring players to complete content of the appropriate difficulty to upgrade their gear…i.e. No more farming +2s for valor
It makes the system significantly more evergreen because both the gear rewards and upgrade tracks can scale with content difficulty, meaning that the upgrade system can exist outside M+ because Blizzard don’t have to worry about the BiS farming strategy being upgrading low level gear to absolute BiS.
It also lets them introduce catch up systems like reduction of Flightstones and elimination of crest cost for slots you’ve already upgraded.
It dosnt helps when you enter tjlhe game at the tail end of an expantion. You feeling like your getting flooded with differnt things have been drip feed to is over the months so we are used to it
But as others hablve said, its so you can lev up gear even if you only do one thing and its so people cant just farm the easiest things to get a bis and max it without even trying.
Can it get confusing, sure. When i go to upgrade my gear i have to look to see if a low lev item can be upgraded to be better then a maxed gear item i got. Hell this week in the vault i got the same ilev item i allrady had yet the one i had was 6/6 and the new one was 3/6, making it better
I personally didn’t mind the old system before gear upgrades but I know a lot of players get triggered AF when they don’t get something for doing a piece of content.
So we’ve ended up with the chuck cheese ticket system, which I’m ok with too I guess.
You could have all that in a single currency with exponential valor costs and gains based on difficulty, but I feel they opted for multiple currency to flat out deny people no-lifing minimum gains to brute force the exponential cost, even if it took 3000 M+2 to gain a single M+20 worth of valor.
It also sets very clear and outlined breakpoints and goals to reach for each type of player and how far they want to push difficulty and/or skill. If you didnt play during the introduction of the change or the old content associated with it, it can be confusing as its not explained well after the fact but despite surface impressions this is a very good thing going forward. One thing people forget or overlook is one you upgrade say gloves to 4/6 of the heroic tracked gear if you get an optimal piece to replace it but its 1/6 heroic you dont need the more expensive currency to get it to the same level. Just the basic flightstones it makes getting secondary sets and piece swapping so much better
Because it works for every facet of the game and opens it up for all different ceilings.
For me, I don’t want to have to get a piece with my preferred stats and then have to replace it with crap stats, just because I have to. I’d rather get the preferred stats and gear and upgrade it.
This system is what I advocated for ever since Korthia upgrades.