yes but why should effort take precedence over skill? What’s your premise?
As far as i’ve seen the game awards both
In PvE skill determines the ceiling of your gear (you do higher content you get higher gear) and effort determines the amount of gear you get (you do more raids and more M+ more chances at loot).
In PvP your skill determines your gear ceiling (higher bracket = higher ilevel) and your effort equals how much “patch up” gear you have by way of unrated gear and also how many conquest parts you have. Also it’s difficult to maintain rating if you sink next to no time into PvP at all.
What’s wrong with this? As far as I see both effort and skill are rewarded. You seem to be arguing the balance is wonky and too in favour of skill? For PvP that makes sense as PvP is a skill-centred playstyle. In PvE i’d argue it isn’t the case at all, and actually you’ll see more benefit from gearing in M+ for example by simply doing more keys total than trying to do a few high keys.
I’m looking to enter on good faith here, how would you address/change this so effort is more rewarded?
We also need to qualify what you mean by “effort” as it’s a vague term. You could argue I put a lot of time into the game doing world quests and every single questline and exploring every zone, does this mean i deserve the best gear? Please elaborate on what you mean by “effort” so I know where you’re coming from.
Also what is “social difficulty”? Organising a guild? Is that really an indication of player effort though? I mean let’s say i’m trying to get 20 guys into a raid, whether they can make it or not does not depend upon me entirely, it’s whether them and their RLs can meet my requirements, and their ability to flex that. Difficulty doesn’t come into it in my mind, they either will, or they won’t. It’s not something I can “work at”. I either recruit people who can make the times I and my friends can, or I don’t. Whilst it may be time consuming to get a roster like this, i wouldn’t call it difficulty. To say it is is to say that’s there is “social difficulty” in setting up an arena comp, because you have to sift through several people (sometimes on a weekly basis if you lack regular partners) figure out when they can play, when they can’t, and really communicate with them closely to secure wins before, during and after games. Communication needs to be done “on the fly” not just “before the pull” so if we’re going to accept social difficulty IS a thing when it comes to arranging players for content, then rated PvP is in no way discounted from the list and i’d wager in some arenas (like rated BGs) actually more demanding than raids. In a RBg you need ongoing comms all the time as the match swings around and to call outplayers to respond and they need to communicate back so everyone knows what’s going on. There isn’t nearly this amount of constant communication during a boss pull in a raid, most of it happens before and after pulls and then when calling for defensives etc- because the asusmption is people will know the tac and won’t need it explaining during a fight.
In PvP “the tac” changes all the time depending on the enemy so you need to keep updating people as to what is going on. Enemy team going around in a huge zerg in AB? You need to call for swift movements behind the zerg so your node control remains on top of theirs even if they keep taking nodes with the zerg, and to encourage their zerg to split up. One enemy at node x? Call for a stealth cap and harass. Need a healer swapped in for an inc? you need to call it.
You get the idea.