Originally Posted by
frott
A background system players shouldn't have to think about
Oh, weird, so you want your playerbase dumb + ignorant to how the game works, so that they can only make caveman like gestures "ME NO LIKE" when something doesn't "FEEL" right? That's utterly ridiculous. WoW is a 3D dikumud and can be reduced to pure math equations. The understanding of how your collection of items effects the math equations which then dictate how to play correctly is ALWAYS going to be there, no matter how much you try to hide or dumb down the game.
In the end, you move your character around a pseudo 3D space (maybe in wow 2 you'll finally nail that z-axis down) and press buttons to apply effects to a target or to an environment, and you consider lag into the timers.
Simultaneously, allies and enemies are doing the same thing.
The strength and timing of these effects, is decided by the gear you and your target is wearing.
So you're telling me that the determination of IF A TARGET IS WEAK/STRONG or IF A PIECE OF GEAR IS A GOOD CHOICE is "a background system?" LOLWUT?
It is literally mysterious, and the "bugs" you're referring to are what are completely unfounded. You have the audacity to claim your failure of a system is "not being perceived properly?" LOLWUT?
And claiming that "bugs" misconstrued things? How convenient. So it was a bug when I was destroying people with legendaries at lower level, but then gained one level and suddenly was getting 2 shot?
I'm not seeing the line drawn between bug and misbalance. Clearly you want that to be a thing, but really the entire system feels like a bug.
The bottomline, that you're apparently not getting, is that the numbers are not representative of the power. You know, those pesky little tooltips that tell you how strong something is relative to the cooldowns?
Again, perhaps this is something you're not quite understanding, but when you press a button it invokes what is known as the Greater Cool Down. That number DOES NOT GET ALTERED BY SCALING. How can it? Are you saying that you'd have "scaled haste"...
So when you say "something is diminished in PVP" or "your ilvl is scaled" that in fact MUST change the stat priority, damage rotation, what to worry about, etc. How can it not?
How can you claim that "scaling has no effect" at the same time that you, you know, have scaling?
It's just really baffling how you can get this basic thing so wrong. A LOWER ILEVEL PLAYER WITH IDEAL STAT DISTRIBUTION IS MUCH MUCH MUCH MORE POWERFUL THAN A HIGH ILEVEL PLAYER WITH LESS IDEAL 2NDARY DISTRIBUTION DUE TO THE SCALING. That's why the "bug" of using low level gear with more sockets is STILL A THING. It is not "a bug."
Otherwise, yes, detail out what is actually scaled. you can't because the error would be glaringly obvious. It's like you forgot that when you extend the time of the fight it changes the value of GCD lowering / usage.
"The player has better gear, but is the same level as me and killed me within seconds"
"this doesn't feel fun or fair, is something broken."
That summarizes how utterly trash this game's PVP is. Instead of a progression where you GAIN POWER and are incentivized to do so so that everyone reaches a baseline, you have snowflake syndrome where those who think a game is broken when someone WHO HAS BETTER GEAR BEATS THEM are catered to for subscription money.
Here's a hint: if two people are playing a game and one has better gear, they SHOULD BEAT YOU.
Here's another hint: don't allow PVE gear to influence PVP. The abortion that is Warmode makes "all gear technically PVP hurr durr" but it's all very samey except for azerite traits which, the pvp ones, are in a different stratosphere.
Here's a final hint: It isn't fun or compelling when you cannot accurately measure what the effects of items are.
Even more importantly, when you make gear not matter, you are just making COMPS matter instead. So rather than Class_X SOMETIMES winning against Class_Y via outgearing them, you have Class_Y ALWAYS beating Class_X because "comp dictates it."
You have this horrid, lazy system of "random loot because LOL IT DOESN'T MATTER" and we're back to PVE trinkets and azerite traits mattering in PVP again.
They've constantly ignored how imbalanced arenas are because it is 100% based on comp population, and this season is absolutely no different. I was playing my few characters and on a lark decided to level up a discipline priest. Within 15 total played hours from 110 I now outgear and outrank my mains that have been playing since launch, and I am so completely OP in PVP relative to them it is a joke.
Sorry but no, they took out 5v5 because of the godawful imbalance and population issues, and part of that is the complete lack of real progression and more "gosh I hope the counter to my comp isn't >50% of my games."
TLDR: pvp right now is a muddled mess of not knowing what your abilities actually do, which work and which don't, how strong they are in PVP versus not. useless tooltips. and then when you find out how something works it is declared a bug and unintentional, so there is no way to really plan for anything, especially via random loot drops and mysterious secondary statting. this entire setup should be obvious and plain to see, and the reason it isn't is because you'd see how ridiculously awful the system is. and our feedback is "you shouldn't be thinking about that" and that "your experience is unfounded."