Has the equal gear experiment failed?

yeah idk. its all pure speculation at this point.
game is in shambles.

What you just said is basically like saying free healthcare is bad because in an outbreak more people would care about their health if they had to pay for it.

Go find some other way to gaslight people into these terrible theories

I’m not sure either… I don’t have numbers and I wouldn’t know what is best for the game as a whole or what strategy is planned.

I do think gearing is an important progression mechanic and feels very fulfilling, I just don’t think attaching Ilevel to rating is the way to go if you want to keep the game entertaining for everyone else in unrated or lower rated.

You’ll just have the top 20% who outplays the other 80%, even outplay them harder because they get better gear on top of already playing better.

I get it’s a ‘reward’ for ‘skill’ but the problem is that the opponents are other humans and not NPC’s, if they just get crushed again and again, they won’t play anymore.

I’m quite optimistic about things like “Blitz” and healer “rewards” though, it shows they’re at least experimenting to see how they can make it all work with having solo queue, rated/unrated, cosmetics, mounts, etc. It’s not dead in the water.

I would not be too surprised if they start coming up with AI arena team opponents or supports. Seeing as we already had an AI battleground, AI Island expeditions and now we’re getting AI dungeons with your other party members being bots.

Imagine you can have a 3 man arena team, with 2 DPS players and 1 support healer who is actually an NPC champion? I think it’s not that far off before we get that mixing and matching.

You’d fight and part of the rewards could be unlocking abilities, transmogs, appearances for your NPC champion to aid you in Arena teams. In addition to the normal stuff, of course.

Like it’s friday evening, you want to do 2 v 2 arena. But you don’t have a healer friend, no problem. Just queue yourself up with your healer champion. Vs some other guy who might be a healer, but who takes his DPS champion along.

Well, the idea is that dungeon is rare gear and raid is epic, and it doesn’t matter what plus it will be for raid, but everyone will have the same gear without progress, which would probably do to pve. just like with pvp zero motivation to play it

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Season 1 and 2 were pretty good, especially season 2 was one of the best season in WoW history.

Wise people were expecting these problems about season 3 when they saw patch notes of 10.2.

So main factor of disincentivization is class imbalance. Not the inexistence of motivational ‘carrot’ like gear upgrade or such thing. Because you can’t solve an imbalance with another one.

Also i don’t want to believe that you are incapable of doing such easy analysis.

You still don’t understand getting better gear is the main reason people have always played wow? Even in Classic TBC and WOTLK tons of people were doing arena so they could get the rated gear rewards. It also increases the number of people willing to heal by a lot because they want gear rewards and instant queues lets them get it faster.

When rated gives gear rewards, people play. When gear is equal like in Legion and DF, people stop playing.

yes, why play rated when there is no reward for it. 1 upgrade or 8 is the same in pvp so why try if I don’t have to

My honest opinion about gearing:
WoW is always game about geting gear, working on min maxing etc…

For people who are lazy: they shoud have gear which not makes them cannon fodder in PVP
For people who want edge and not lazy to work on their characters: Those people shoud be around 5% stronger in gear than lazy ones

Thats because my personal opinion is that lazynes shoud never be equaled with work.

And what would they do after they got their rated gear rewards? Join unrated PvP and crush everyone without that rated gear.

Causing those people to drop out, which caused the overall number of participation to get smaller and smaller, till only the top bracket was left that did any sorts of PvP as a pre-made.

Then they had to adjust the arena rating as well because the pool was so small, previous above average players were now on the bottom ladder because all the normies were gone, and they were now the below average players in the new normal distribution.

Better Ilvl gear rewards work in PvP, but only ever in the short-term because it’s people trying to get ahead of the crowd. But when the gap is too large, the rest of the crowd has no fun and quits, causing those who are ahead to be with themselves and equally geared players. Thus the better gear has lost its meaning.

Yeah, but the idea of rated PvP, is not that it’s about effort but about skill? Like at the end of the day someone has to lose that match. There can’t be 100% winners. So if 100 people work extremely hard, train everyday for 12 hours for months on end, 50 still end up losing.

So you can’t overcome that with ‘effort’, if the other guy also puts in ‘effort’. Unless we decide to make relative rating meaningless and everyone is a winner for playing.

I don’t be motivated by carrot but be motivated by fun.

How can you be motivated by gear? By looking at screen and licking it?

Normal people be motivated by either having fun or getting rating. You are full of bs.

More ppl would play if we removed solo shuffle abd make it rbg only si normal 3v3 stays

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Pretty much everything covered by this in here. Its not the gearing system why people dont play.

PvP has been at it’s peak well before the “gear upgrade” thing was ever invented.
What killed pvp is the inability of the devs to balance the game, nothing else.
People usually do pvp for fun and the challenge in itself, you want loot and stuff, pve is the way.

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gearing for pve via pvp died with shadowlands. When it was competitive gear and only went to duelist, it was fine. But now even the “elite” ilvl gear is not even worth holding for pve, but its fine the other way around. HUH

I disagree, some of the most populated and enjoyable PvP seasons was when perfect balance definitely wasn’t a thing. In-fact, we’ve never had even remotely close balance in PvP.

It’s a combination of things. Not just one specific thing.

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Up how, we have so few players not because pvp is bad - but it is bad.

But because DF is bad. In SL we had a lot of people because of the pandemic, people litteraly sat their asses home and had nothing better to do than play games.

Now that the situation has changed, games are no longer that popular and WoW especially doesn’t turn a blind eye on its numerous flaws, so people just dropped DF.

Another issue is that like in SL in DF the FOTM class is not just better or overturned - they are completely broken.

Another issue is that people are fed up with the current PvP mentality of the blizzard - oneshots and nukes.

To add to this we have all the same complaints about the same classes every Xpac.

  • (insert the melee spec here) are broken.

  • Blizzard decided to make destro viable again and just cranked up its damage numbers to over 9000%.

  • Rogues are still viable and good.

  • For the second Xpac warriors are braindead easy and super effective.

  • (Insert mage spec) is broken and deals damage without casts.

  • Blizzard makes affliction good at the end of the xpac and breaks it’s damage.

And this crap happens every Xpac since the legion with the current devs. They are not knowing what they are doing, they are slow to fix or acknowledge stuff.

At this freaking point and especially after the dreadful bad Shadowlands people just not wanna to deal with that crap(insert any other derogatory term of your liking)

MoP - we had three tiers of PvP gear.

  • Crafter gear - low iLvL gear with the maxed out PvP Power/resilience but low secondary stats.

  • Honor gear - good ilvl gear with the maxed out PvP Power/resilience and good secondary stats.

  • Conquest gear - Better ilvl than honor gear, same with the maxed out PvP Power/resilience and slightly better secondary stats.

Crafted gear was good for new players. It also was good for WoW economy because participation in pvp was higher and new players always needed new gear.

Honor gear could have been acquired in two evenings from Battlegrounds.

Conquest gear took a longer period of time to acquire - several weeks if not a month.

And we as players were happy. Because gearing system was straight and easy.
The upgrade system is just thing to keep players to spend more time in game, nothing more.

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No it isn’t.

Getting gear has always been an extra chore so you can have your character at 100% power and not have to worry about losing because of gear.

An extra layer of gatekeep to winning.

And when you do have the best gear possible, if you lose it’s because of how you played and not because of gear. Giving WoTLK is a terrible example.

Arms vs Arms in arena. One guy has Shadowmourne, Deathbringer’s will, etc. Other guy has pvp only items. Guess who wins? Maybe the guy with broken weapon and trinket procs. Does it feel good to lose because of that? No.

Or:

Arms vs Arms in arena. One guy plays a lot better, but has less gear, and loses. Great!

Wait, not really.

Gear difference is a cringe reason to win a game, because it takes away a big portion of the skill that was required.

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Correct, its not entirely my cup of tea either in its current format but i still fully believe shuffle is going to be the future of arena. I will admit though that once soloq RBG is released chances are ill stop doing any arena what so ever.