WoD version is wrong one
Significant remark: It's completely clear (based on foregoing) that
scaling system
used in WoD also
doesn't satisfy
any general conditions, since
1) it complicates whole, even without it, "hard-working on
bug-forming" mathematical component (even sharp stats' jumps
unpleasant);
2) doesn't form adequate/balancing and controlled by player mutual “
weakening”
of participation in
another/
activity not intended for this gear (
penalty for wrong activity together with benefits for right matching, this fully includes
balance of
size for incoming/outgoing
damage/healing/control and regeneration/absorption between participation in different activities);
3) completely devalue
progress part and therefore
experience/
training period for particular activity (PvE2PvP items are conditionally interchangeable (mostly in this direction) without strict requirements for corresponding characteristics, participant doesn't feel direct damage to stuff already had (just falls short to rest ones), which means, that participation (=experience'growth) isn't necessary; dominance of directly reinforcing characteristics remains, which itself isn't good (see post's last quote, control shouldn't be their privilege));
4) creates
blurred border between them, which introduces some people into
various forms of
misconceptions regarding stats'/itemization organization. All it does just
scales ilvl. My attitude to this technology can be read even, though, in section further.
Originally Posted by
Alkizon
Originally Posted by
Alkizon
PvP stat requirements makes PvE gear useless, and PvE do PvP one.
at the same time, common customizable characteristics hold them together within one system (without need to artificially weaken players against each other, and without canceling need to make them stronger against mobs).
WoD gearing doesn't fulfill this condition (= is still wrong), since both of them were simply deleted.