Hello Blizzard here’s a tip from me you can expand on
To fix pve they could add a counter part of what we had in wrath of the lich king/ Cataclysm so we can buy our raid gear for hard earned currency earned doing pve stuff like a no brainer. Make the gear upgradeable like the pvp gear and unlockable ilvls over if you’ve done mythic stones above 10 /12 /15 in mythic + and raiding HC Mythic Normal. And you always get currency even if key is depleted would make the leavers not leave.
like just coppy paste of the pvp which works and make it in to pve as well job done no effort made everyone happy- Would make alts a thing again.
Blizzard doesn’t want deterministic gearing, it’s something they said many years ago.
It allows you to calculate at what point you will get your bis and it creates basically an unsub timer for players.
They also think that badge systems create a “salary” feeling to gearing, which they don’t want. Vendors kill the thrill basically, you go to work and wait for your paycheck.
Can you guys stop this stupid pve vendor thing? Im not playing retail to have get my items from vendor like in some private servers. Give us normal loot drop from bosses and other activities.
would rather motivate me knowing i can gear my alts doing what i like but meh ok. Not everyone wants to get 1 shoted from ww monk and melee pvp and druid mage in 2v2 to get 220 loots. well not me at lest
This makes no sense. Then how do you want to gear up your alt for pvp if you don’t want to pvp? You want a vendor to give you high ilvl pvp gear for some currency earned by not pvp activities? Or I honestly can’t understand why do you talk about getting oneshotted by monks.
I think their point is there are other ways to fix the PvE loot situation than to turn the game into a literal theme park by having every activity yield tokens, and we get all loot from token vendors in the game Hub.
it makes sense for PvP because encounters are quite open-ended in duration and difficulty, so tying loot to them is wierd. You could thrash a really poor team and get loot (for wins) which would mean it could easily be gamed by people (by setting up game throws across factions) to result in optimal w/l ratios for loot.
As it stands the loot in pvp is largely learned by participation and gated by a limit, with the threshold set by winning. This kinda makes sense.
You would really kill the potential “buzz” dungeons could give if you turn them into content that yields nothing but tokens. It would turn each day into “I need to grind x today” as opposed to trying dungeons and maybe getting lucky, maybe not.
The only people whom would benefit from a pure token system for pve are those who play WoW all day everyday, and once they have insane gear they will begin gatekeeping everyone else, and others will struggle to catch up because the only way to then catch up is sink x hours into the game.
the thing is you can get rateing 1800 and get fully 213/220 geared during that time it took me to do a 10+ which gives a 203ilvl which i have to wait a week to have a chance getting a 220 loot from the vault with wrong stats pve ain’t rewarding gear anymore. it feels like force pvp and blizzard thinks its fun to play pvp and get 1 shoted by their op speccs they don’t nerf their damage of this is the reason to why many quit the game.
So why do you think we should get everything from vendors? Do you want illidan, arthas, and other random mob npcs sitting in cities where you can buy anything like in private servers?
Vendor system works in pvp because there is no bosses and the difficulty isn’t cosistent, unlike in pve where we have difficulty settings, different instances and loads of bosses that could drop the loot.
either they give us a system we can work with or a system likewise pvp to pvers or they could remove pvp vendors as well and make pvpers work as much as pves does getting 35 anima . I find it astounding they nerf ilvl gains of 10+ and 12+ right of the bat.
let’s say you make PvP have an RNg chance to drop the loot.
Okay, so firstly let’s look at duration. Most dungeons have an “average duration” which is determined by your skill. If you’re good, it’s fast, if worse, slow. So we can normalise the loot drops by % because access to them can reflect the skill we want the dungeon to be run at.
PvP. Okay so here what we have is the games are usually longer the better the players because it’s not only how good your team is, but it’s how good the enemy team is. Higher rating games = longer matches more often than now. So how do we do it? What % chance should the content have? An AB match can last 10 minutes or 40 minutes and players can play well in both situations.
Let’s look at content now. So how does the ilevel get determined? Do we give it to the person based on their rating? So the loot that drops is simply your rating? What about enemy rating? I mean if it is ur rating, what’s to stop you reaching good rating, then farming trash tier bracket for EZ high loot? So it should factor in your opponent…but if it factors your opponent it means that even if u play well, u can get worse gear because your opponent was underranked…getting complex…
This is why PvP has the currency system, it makes sense. The content is too dynamic and changing to let gear come from it alone. It ends up either being way too rewarding or too unrewarding (BFA). So this is the compromise.
PvE shares none of these features so the argument for it to move to deterministic loot just aren’t clear to me. It seems largely based upon “I see PvPer sinking x hours into game and getting loot, therefore i want loot”. Such people are often doing what, between 4-10 dungeons a week? Do they have any idea how many RBGs it takes to get to 2.1 rating at current? I can tell you now it’s a heck of a lot more than 10 RBGs.
PvPers typically PvP for hours to get their gear, several times a week. They’re not doing a run “once an evening” maybe every other day. They’re usually spending most sessions (outside of chores) doing PvP content which is why their gear in certain slots probably seems better. They sink in well over 5 times the time many PvEers do because if they don’t, they won’t get their rating. Rating gain is a long slog, very long, unless you have a perfect win-loss ration.
It’s not that simple because the meta evolves in response to oneshot classes, it doesn’t remain static.
People bring fire mages and boomkins to oneshot, people bring holy pala to hardstop the oneshot. How do you stop holy pala? Best swap that dps boomy for a warrior for shattering throw, the warrior cannot oneshot. Round and round it goes.
Again, as been said many times, if it’s simply a case of rolling the “right class” then right now, roll one of those classes and glide to 2.1/2.4 if it is that simple. The thing is it’s not that simple.