Requirements and progress are imposed without gear separation, as a result of which crutches and strict restrictions/requirements for both content are required, there goes begining for scaling needs, additional normalization due to different recipients in terms of regeneration/damage/heal/defence, incredibly stupid and confusing body movements are required, which so far, none of devs has been able to "correctly" implement together in the same game with PvE stuff (moreover, the same split is necessary within PvE sector already, because even there, due to "deepening" of specifics, there has been a split since Legion ~ the only thing is, that it's division of just final progress there).Ashana Darkmoon
PvP power and resilience is awful because it silos the game and the players. Much better to let players compete in all content by getting gear however they want.
(In other words, the devs seem to be making the right choice here)
This mischief has been going on since WoD and... no, none of this still works, no matter how much they dance with tambourine around this decision, everything goes by circles according to "one step forward, two steps back" method. People have right to choose content that is closer to them and to gain experience, progress and goodies in sector of its action only. If they want another direction, they must first get acquainted with its basics, gain experience, go through the whole chain from bottom, this is how professions are organized, this is how PvP is organized, this is how PvE is organized, if you want to grow in parallel - do it in time, it’s not so difficult, besides however, according to idea of "growth/progress" in PvP, it shouldn't be particularly deep in itself, which was also discussed many times, since in the end it should make it possible for rating system to work - this is second most important task of PvP gear, and hence requirement for them, but there're no such, which... *surprise-surprise* means that whole design doesn't work. Simple.
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since friend plays BDO, so said that progress of marine content and transport development works in a similar way for them (has its own separate gear progression and stuff like that), only this is mostly solo-grind oriented game, which is why, apparently, devs (PA) don’t really care much about necessary organization of PvP (there is a big bunch of "ingame world's" penalties for wPvP, however, unlike WoW, they still have one (wPvP), albeit as ordinary tribute to sandbox, and this despite the fact that they also have their own separate equivalents of WM and arena + siege, but focus on grind limits their capabilities due to need to provide as many players as possible with "points for free grinding", which means channeled organization of world, lack of direct PvP servers/closed solid game world and without other "rubbish" once familiar to WoW players), since PvP with grind (literally money~time+buffs action) get along even worse than with PvE...
We have already gone through leaky organization many times:
ps. More details for this specific part here, other stuff about "why it's necessarily" - here.
ps2. ..and as usual everyone forgets about "PvE powers" (rated secondary "non-strengthening characteristics" that were removed in WoD and which still haven't returned), they're required so that PvP gear doesn't outweigh PvE gear with being on same ilvl and degree of straight-power characteristics customisation.