Wrong for 1st and True for 2nd. Have to quote friend since messages already been made (this will be faster for me), but were deleted with whole those threads (stupid people cried about they don't want "gear matters" in PvP, done about 2 month ago, from eu forum):
Quote №1.
There are three main factors for which gear is responsible:
1) Dividing characteristics (dividing pvp-pve game component progression)
- Whole this game's balance and tuning revolves around characteristics, which I have already repeatedly mentioned <url> If you don't understand this, then there is nothing to talk about with you. Therefore, with removing rating secondary characteristics they undermine setting/division between different game activities, areas of interest (that's for what were pve-powers = hit, expertise, mastery, mp5/spirit and others so 'unloved', 'boring' by all of you indicators, together with pvp-power = resilience; forget about pvp-perks/hit-pvp-target-item(lvl)-scaling, for such mechanic of 'restrictions' has no lore/theoretical substantiation in the game, in fact, like what the 'classes' have become now - complete nonsense) => items=characteristics are important for reinforcing your field of activity => gear should matter.
2) General characteristics (individual customization)
- Since each participant of any activity chooses specific self role, it requires existence of so-called general characteristics that are relevant for any type of activity. Moreover, preferences of different participants will also differ (more haste, more crit, more whatever he/she wants) and by cutting them off (for example by templates) you cut their strategy/opportunities, you make useless all work and knowledge that is spent/required for intelligent individual customization (remember enchanting, jewelcrafting, engineering, leatherworking, tailoring, blacksmithing insertions, also some of them had differentiation by utility too and reforging) => items=characteristics are important for reinforcing your individual gameplay => gear should matter.
3) Progress (time investment)
- Enough has been said about this, but I'll also clarify something else: progress is an indicator of how long you have been participating in specific activity (yes, this is RPG indicator, but not only), because no one will ask for gear from last pve part (raid) for free or make everyone equal, people will laugh because it's stupid (we're all equal at the start, and the rest is depends on us), it'll take you some time to meet requirements (forget now about LFR, many artificial complexity systems and RNG/scaling-loot, these are incorrect additions to game, parasitic, worsening balance and progress), but why should this approach be different for last pvp part (season) in the same game? Those who mention MOBA games (at best, it should be about FPS, but there also have some pitfalls) are wrong, because time is also needed there, character gets experience and collects/buys gear => without items and time it'll be inconsequential, which still means tha-a-at.. What? True! => gear should matter.
=== Gear must matter for this game! ===
Without taking into account all these 3 factors, your discussion has no chance to be in any way constructive. We have already touched a bit of this here when I remembered Witch's curses (read quoted part there, it's just about your case): <url> (<url>)
Quote №2.
In fact, problem in: they try to escape from mathematics, and impose conditions that were initially controlled completely through characteristics. Do you know how to do it right? Through stats and characteristics. And each ability in every formula will use them, that's all. Yes, yes, I see many of you already guessed where I'm heading - it's about resilience/pvp-power, which isn't included for pve-damage/healing (this by the way why healer with 'stacking' it will heal/regen/recover less and often very much less - as a penalty for a greater survival rate, or would be killed with several shots by other players) calculation formula for characters controlled by computer (except for those that are supposed to be used for pvp content, for example - BGs). The only thing that it shouldn't be attached to characters 'by default': let raid items give a certain size of resilience too (same as pvp ones - hit/mastery), but very insignificant, and since pvp items have much more of it, it's more convenient for this part of content, than pve items should contain more others (parameters useful in another area) such as hit/expertise/mastery/def/amount of spirit and etc. Oh.. you didn't like it? What a pity.. but this is the way it works. Exactly! Stuff that not make you stronger in this part of content, but make you much more compatible with another. That's how to do it right. You don't need even care about how/where it's been used mode/flag/whatever.. but not through just switching off or weaken them without mathematics. This is why they so poor with balance, they just don't know how to control it proper. Apotheosis of this idiocy are pvp-perks.
Same way they came up with idea like items-talents - artifact/legendary/azerite armor and other nonsense instead of characteristics, so that they always have opportunity to take them away/switch off unhindered; and there is no need to solve problem with ilvl growth, even if its changes from 200-500 during one expansion, brilliant lazy solution together with scaling/M+/RNG-stuff; just switch them off! And the less such characteristics in game, the impunityer can developers behave. (2Qaren warmode have all problems only for 1 reason, it should be BG-mode, not something that replaced pvp-servers, and no any stupid pvp-perks can help with this). Do you see now how deep the rabbit hole goes? I already talked almost about all of these things:
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The cycle is almost closed, wait for more later >:]
I understand that they don't want to give players opportunity to control this (parameters), as it can lead to some cunning and 'terrible' outcome that developers <url> haven't calculated. Do you know why? Because they're bad at math, because they still don't understand how this game works. They don't want RPG, they don't want math, they don't even want MMO, they just want 'options' <url> like more than a half of their current playbase ;}
Don't pay special attention to "playful style" of communication, he always behaves this way
A little more explanation of this stuff here.
In short, according to 1st quote, point is that gear = characteristics are important for separation content areas, for individual RPG customization and as indicator of character's progress in this content (since “content” is available from the beginning for PvP, rating talks more about your skill, but gear - about your progress;
these concepts are somewhat blurred for PVE (because of LFR/M+(-vicious opinion) multi-level difficulty, with mentioned balance/progress system's+ violation/overlap)). And 2nd talking about devs don't like base/fundamental characteristics and they're unnoticeably trying to remove/replace them (look at AA which don't have any) with temporary/deactivable/option-like ones.
ps. Choose which of messages you understand more.