You can easily verify that he barely plays by the date of keys he’s done. He hasn’t been online in like 4 days by now and then he did some keys with us.
Oh, I don’t think so.
Let me tell you of a great example of this problem from my Destiny career. And also let me back up it with an article.
https://gamerant.com/destiny-history-gjallarhorn-weapon-explained/
In Destiny 1 and Destiny 2 there are Items of the “exotic” rarety. They are basically what Legendaries in WoW are. They have unique stats and/or traits that allow for much bigger power/damage output than regular gear.
The Gjallahorn Rocket Launcher in Destiny 1 was the prime example of a weapon being so much of an outliner, that Groups make it a base requirement to even own the Weapon before Players would be allowed to take part in LFG and LFR pre-made groups.
This exotic Rocket Launcher back then in D1 Year 1 is what you describe as here with the “Gear/Progression Creep”. People demanding it being present in your inventory or otherwise you are of no longer use of the group or clan and get kicked from the group activity.
I myself encountered that entry barrier in the first 4 Months of Destiny 1. And the result it had was basically me not raiding for a long time instead of actually engaging with the Endgame. Gladly I and a few others were not alone with that problem. It was indeed a major problem for them game.
So much of a Problem that Bungie, the developers behind Halo and the Destiny Franchise, decided to nerf the weapon pretty harshly and after Year 1 even sunset it completely, until they added it in Y3 of D1 in a very nerfed-down version back.
In Destiny 2 this legendary Destiny Weapon even was not present until they added it in the 30th Years Anniversary of Bungie Package into the game, this time completely reworked to not cause the same Problems.
See, the Rocket Launcher had following Benefits in D1:
- Fast Rockets
- 2 Rockets in Magazine
- Fast Reload
- Tracking Rockets
- Exotic Perk (On Detonation, Rockets release tracking Projectiles that deal strong Damage)
In Destiny 2 the Rocket Launcher was reworked to prevent players not having it from being excluded in the endgame.
They changed the Exotic Perk to also grant the tracking Projectiles to EVERY not-exotic legendary (purple rarity) Rocket Launcher. This means only 1 Player of the 6 has to have it so all 6 Players can benefit from it.
A very smart solution for a Gear Creep Problem in Destiny History.
Now, the problem in WoW whatsoever is, that Gear matters TOO MUCH. That’s the problem. The Solution would be to make the gear less defining for performance and rather instead the actual player skill.
Also, additionally regarding the reward structure in WoW and in relevance to the Mythic Progression:
If you want to try and twist it into some strange meaning then by all means do. The simple fact of the matter is that many players will by pass all gearing curves if they can, whilst simultaneously complaining that they are having to do too much to gear up.
If there is no cap on valor then most content becomes obsolete. Nobody benefits from burning through the content in one week and being fully geared in every slot at 272.
Alright, let us stick with the Idea of a cap. But what about instead of having a seasonal cap of 6000 til a x.5 patch, what about a regular cap of 3200 per Week?
That way you can upgrade enough items within a week or a single one up to the maximum GS. It still takes then 15-16 weeks to complete a full set of items just by upgrading them.
Would be fine to me and probably to all of you.
Only if you upgrade 15-16 2h weapons.
+12 is easy, even +15 can be easy.
M+ keys don’t get dark souls level of difficulty until like 20+
I’d wager a +20 is harder than soulslike games, since then it’s my fault and only my own I die. In a +20 there’s 4 other people as bad as me.
I’m not saying the cap couldn’t be higher. Weapons in particular take a lot of valor.
Bobbys yacht
Idk if it differs from gear to gear, but for most armor it is 3200 for max GS.
Don’t know about weapons.
We do not have a seasonal cap of 6000 til x.5 patch. We get 750 every week added.
I don’t upgrade anything below level 262. And a 2h weapon from 262 to 272 is 3000.
However - you can almost upgrade a piece a week. Excluding weapons.
It was never intended to be gearing up system rather back luck catch up like the vault.
If it was totally uncapped, many players would feel (or be) pressured into running dungeons 24/7 until maxed out.
Those that didn’t would soon be excluded from pugs when those hardcore players started expecting this season’s ilvl cap to do a weekly 15. It would rapidly become a poopshow.
That said, the weekly cap is too damn low right now. I’ve done 4 dungeons this week and I’m back at cap, wut? We should have to at least try a little bit to cap out. They could have made it 10 dungeons at least - specifically a bit beyond the maximum required for a healthy vault.
(Also unlink max upgrade ilvl from M+ achievements please. There is no reason we shouldn’t be able to slowly push a single item to ilvl cap by doing low level dungeons. It takes over 400x M+2s to max a full set.)
Just remove m+
Silly ladder system
I’m not sure why the costs have to vary so much
Account wide achies were also much nicer.
Well maybe we need several of them to literally die of exhaustion on their desks so many others stop “feeling pressured”? (Like it happened in South Korea several times and the news made a big fuss about it.)
I don’t mean anyone’s harm but must we really always cater to people who actively seek ways to damage themselves?
costs are in proportion to the stat gains of the item you upgrade thats why. chest gives more stats per upgrade, so the cost proportionally is higher compared to upgrading wrists. very reasonable…
why would that even be a issue