Originally Posted by
Totaltotemic
In short, it makes gearing in HFC an absolute nightmare. They keep experimenting with ways to avoid the BiS syndrome of getting the best possible piece and then not examining it for the rest of the tier/expansion. The problem with this is that WoW is not an individual game, and while maxing out gear might be boring for an individual it's absolutely necessary for a raid to keep Mythic raid content competitive.
Let me put it this way: eventually everyone equalizes. Once you're farming half of a tier, it doesn't really matter how much further you get gear-wise. Blizzard sees this as a bad thing because it makes gearing boring after a point. The rest of the raiding community sees this as a good thing because the last 2-3 bosses of every tier are always the most well-tuned because it can be assumed that the entire raid has at or near the ilvl of loot that the difficulty drops by then.
Bosses like Blast Furnace and Blackhand are balanced around the assumption that the raid has ~698 ilvl (2 or 3 pieces not 700). Bosses like Kromog are balanced around having ~690 ilvl. However, because you start getting 700 ilvl gear at soon as you start killing bosses, Kromog is pretty damn easy once you've been around the raid for a month or two. Blast Furnace and Blackhand though never get much easier. Reckoning, a guild on Mannoroth, had 700 raid item level and got the 8th fastest kill in the world yesterday for Blast Furnace and still couldn't kill more than two Primal Elementalists in only one round of the shield being down. Blackhand doesn't have any time-forced delays in the fight and the difference between the fastest kills and the slowest kills is still only one minute.
In this gear model, the hardest tuned bosses are going to be gear walls themselves because if Mythic Archimonde isn't balanced around having mostly 730 gear, he'll be a joke once you've killed the 3 bosses before him two or three times. If he is balanced around that, then he'll be a nightmare if you haven't. Each boss's difficulty will be dictated by how long you have been on that specific boss, not how long you've been in the entire tier. Rather than having a uniform difficulty based on what type of guild you are (super hard for world first racers, getting less and less difficult based on how slowly you progress) the difficulty will only really be determined by how long you have been on that "wing."
The reason why content comes out in tiers is because gear plateaus are necessary to balance the game to an appropriate level. With no plateau, you will always be either undergeared or overgeared for a boss depending on how long you've been at only that boss, so steady learning to get through something like most people learn for fights like Blackhand and Blast Furnace won't happen; if it takes you 3 weeks to kill a boss you'll just get a free kill because you soaked up a bunch of the next tier of gear and your raid got 2% more DPS every week.
To make this relevant to BrMs - bosses will hit super hard when you first hit each new wing until you've gotten a bunch of gear from the previous wing. Good luck tanking the bosses that drop 730 gear while you're still wearing 720 gear because you only just passed all of the 725 bosses. Then, after a while, the bosses will be a joke and boring because they'll be so easy and survival won't be an issue. I am exaggerating a bit, but this is what a linear gear increase causes instead of the diminishing returns on gear each week raids get with the flat ilvl model.