Originally Posted by
Master Higuchi
That is how it functions now, and I'm saying that I don't think they should be treated the same. Also competitive PvE is such a small niche in the community that I wouldn't consider it to have any influence on Blizzard's design choices. The fact is yes they are treated the same, but no I don't think they are the same, in one you're killing a player, and the other you're killing a pre-programmed treasure chest. That's the major difference, when fighting a boss you're basically fighting against numbers, but when fighting a player it's a lot less predictable and therefore relies less on gear.
Yes there is skill in raiding, but it's a different type of skill. If you're skilled at raiding you aren't going to be skilled at PvP and vice versa. And it's my opinion that the progression system in each should focus on that. PvE has always been about gating content behind big numbers, and so has PvP. But that doesn't make sense in PvP. Someone shouldn't be skillful in PvP because they've played longer, because they aren't fucking a pre-programmed treasure chest, they're fighting another player. The gating should be that player's skill versus their opponent's skill.
Again, it all depends on how you look at each style of gameplay, your OPINION is that they're the same. And the reasons you give are valid because they are similar. However, my opinion is that they aren't the same because of the clear differences in them. I don't know why you're trying so hard to prove your opinion is fact. You're saying that gear needs to be an incentive to PvP because gear is an incentive to PvE. But I'm saying that the difference comes in what you're fighting. If you don't see the difference between fighting another player and a boss, well then that's your opinion, but don't try and state it as fact.