In crafting the systems that delivered Artifact Power, we weighed the merits of hard caps versus a smoother system of diminishing returns. We had extensive experience with hard caps, through multiple past iterations of currencies like Valor Points and Conquest Points, and wanted to avoid several of the downsides of that approach. For example, a cap inherently feels like more of an expected quota, where missing a week or falling short of the cap puts you clearly, and potentially permanently, behind the curve.This is an inability to think at a grade school level. A cap does not require that one do everything in some fixed period of time. This was a failure of previous systems because they were badly implemented and this was thoroughly explained to them multiple times through multiple expansions.For example, a cap inherently feels like more of an expected quota
Meanwhile tons of people have pointed out you can just increase the cap every week so anyone can catch up and they've never once acknowledged that this solution exists.
Blizzard's WoW team is one which refuses to innovate and refuses to use basic reasoning to come up with solutions to what are ultimately very simple problems. This is why Legion is complete garbage. All the talent left and what's left is fucking Ion Hazzikostas and people even dumber than he is.
This is trying to awkwardly and idiotically implement a cap by exponentially increasing your gains but also exponentially increasing the requirements, you know, rather than.. just putting an increasing cap on it and making the gains linear. You can tell Ion missed the day in what.. 7th grade where the teacher explained logarithms. You just take the log of their exponential plot and *gasp* you get a linear system with an effective cap. Except that's not all. This approach also has serious problems. You're indefinitely behind until you reach the max AK level, and the change in 7.1.5 didn't actually fix this. There is no "catch up" because you create a gap that can't be overcome because it is time based, which actually creates an expected quota which the other solutions don't. So this "solution" retains literally every single problem Ion has claimed they wanted to avoid. Additionally, the 35 -> 54 wasn't a "problem" because it required very little time to do relative to 1->35, so in fact removing the linear tail at the end is making it worse by dramatically increasing how much time it will take to be competitive.We accepted the admittedly complex design of Artifact Knowledge because it solved this problem, effectively reining in the size of this power gap. Players trying to progress past the expected artifact level for their Knowledge would run into those rapidly diminishing returns, while those who played less than that would have Knowledge as an accelerator to help them catch up to the cutting edge. When Emerald Nightmare was new content, while the average raider was at 20 or 21 points, the most dedicated might have been at 24 or 25 – a relatively modest gap.
Blizzard: failure to innovate. No reasoning capabilities. And absolutely the worst listening and communication skills of any consumer-facing business shy of Google. Why is Legion terrible? Unmatched incompetence and an elitist attitude by people too stupid to get a job at a company that isn't net 0-growth for nearing a decade.