I laugh at the people that think that such a change would be for PvP folk. It wouldn't. The intent would be for PvP gearing to remain basically identical to it is now. The net effect of such a change could be described as "nerfing PvP gear in non-PvP content". The point is to address the fact that PvP is currently one of the best ways to gear up in PvE.Now, I get it, PvP folks have been having to do that in reverse for ages. But it being broken and stupid for PvPers for so long, PvE being so relevant (and often mandatory) in high-end PvP, is not just cause to just invert the equation and make PvEers "suffer for a change". Frankly, PvPers don't benefit from the game functionally forcing non-PvPers into PvP, and it's massive fuel for the rating boost economy as well (which I'd anticipate isn't particularly fun for other PvPers to play against, since you're up against 2 or 4 really good PvPers and a carry that's really bad at it, rather than a properly match-made team near your skill level). Ideally, the system should be resolved in such a way that PvP gear is near-useless in PvE and vice-versa. PvP gear scaling can easily do this if they set the itemlevels properly. For example, if top-end PvP gear was, say, 207 or 213 itemlevel outside of PvP and 246 or 252 (a full tier or so above mythic Denathrius) in PvP. Same for lower tiers. Whatever tier the gear is aimed at, difficulty-wise, the base itemlevel is 13-20 itemlevels lower than the equivalent PvE gear, and the PvP itemlevel is 13-20 higher (26-31 above the base). That effectively prevents PvE gear from comparable difficulty from being relevant in PvP and vice-versa. Could even push the spread further, but I don't see much need to. PvEers aren't going to push to 2400 rating for gear equivalent to heroic Nathria, and I doubt a sub-1800 PvPer is going to feel inclined to try to run mythic Nathria for better gear.That said, I'd also like to see a joint currency system or some form of currency conversion between the two, with a joint cap. ie. If you could trade Conquest in for Valor (at a loss, to avoid using one currency as a "pool" for the other), but only up to the weekly Valor cap (which would be shared with the Valor you get from M+ and callings and stuff). That would let people that, for example, primarily PvP also get some PvE gear if they feel so inclined (and vice-versa), without the other activity feeling mandatory, since it's on a shared cap (ie. PvPing for Conquest to turn into Valor wouldn't be an additional source of Valor, just an alternative one, and same for Conquest or Honor or w/e, so doing both wouldn't gain you any more than just doing one on its own).
Why not go both ways?PVE is naturally a higher level and scales down for PVPPVP is naturally lower level and scales up for PVP.This would prevent PVE from potentially 'easily' outgearing PVP players in PVP situations - while also preventing PVP players from outgearing PVE players in PVE situations (currently the main concern in my eyes).I hate PVP, I truly do. I was 'forced' into it because it was a much better way to gear my guardian druid with getting a ton of 220 gear (especially with conquest catch-up).By providing the exact same system on each type of gear (conquest/valor to upgrade), allowing players to choose where they would like to focus their time for the betterment of their character. The goal here is that someone doesn't feel like they are missing out in their PVE focus if they are not PVPing, and vice versa.
Lots of people seem to also be missing out on the fact that Blizz already said they plan on adding perks to raid gear to make it BIS for raiding (I'm thinking like Naz gear, personally). Blizz also said during Blizzconline that they want to reward the player who participates in more than one type of activity. By proxy that means "punishing" the players who only participate in one type. I only really enjoy pvp. I shouldn't do as well in pve. That's fine with me. As long as the WoD system comes back. It was by far the best we've ever had.
Problem is not gear or scaling.Matchmaking is.Matchmaking system should be overhaul in a serious way.Rating 1500 to 1800, completely fulfilled with boosters. Boosters with high gear just one-shotting people and are they really considering to scaling the gear?First, they have to work on class balancing and re-check stupid one-shot mechanics, then the best thing they have to do is overhauling matchmaking system. Period.
I can't believe how many people on here are saying that WoW is not a PvP game ... the entire premise of the game was derived from a WAR between 2 factions in the Warcraft universe. PvE has just gotten bigger because there are a lot of care bear gamers who like having total control in an easy, slow paced game mode where they always win without having to face any adversity, or compete against human intelligence.
yes plz! and same for Mythic plus gear!PVP Raid and M+ should have a secondary that makes them most viable in their respective gameplay and a little viable in the other two.I hate it that people are "forced" to do things they don't enjoy doing just to gear adequate.
How it should be.Or at least make the PvP gear weaker in instanced dungeons and raids and leave it normally for World PvP. The fact that the best way to get gear for PvE is to grind PvP and you can even choose the pieces you need is just absurd. PvP trinkets are so strong that literally everyone and their mother are using them in PvE if they take the game any seriously.PvP Gear should get around 30% weaker in stats for dungeons and raids and trinkets shouldn't work at all in them. Do the opposite as well, dungeons and raid gear is weaker in arenas and battleground, and those cheesy trinkets no longer work, now pvp is a lot easier to balance suddenly.
This was one of the things that I hated most about WOD. Not only was I forced to carry 5 different item sets in my bags for all my specs and pvp and pve, but also in open world pvp it was REALLY stupid. You saw a player with HP similar to yours, so you engaged in pvp combat with him only to his pvp item scaling "pop in" and he was suddenly twice as powerful as you without any prior warning or way for you to see it will happen. You can argue, that we have warmode now, so pvp items could be scaled up with warmode on and scaled down with warmode off. Well this will feel really stupid and awkward. Imagine that you are in open world with warmode on, doing some nice and sweet damage and having like 60k HP, only to enter dungeon a suddenly having half the damage and hp. That will feel awful.The current system is the best it ever was, please don't ruin it again. Pvp in shadowlands is the best it ever was and it's big step up from wod, legion and bfa systems.
Add Resilience back to only PvP Items.either with a raw number or %Reduce damage taken from Enemy Players by %Or you can add Max health with half of the value of Resilience % so the max damage doesn't change so people don'tfeel under powered. Increase Max Health by %.(Only active in PvP Instances if Max Health is even viable lol Tanks would be op if this was a thing. Just an idea.)Honor Gear1% / 30 Resilience Per PvP ItemConquest Gear1.5% Per Resilience Per PvP ItemElite Gear2% Per Resilience Per PvP Item(15) Set Bonus: Gain 10% / 300 Resilience.If you have all Glad Items, gain 15% / 450 Resilience Instead.If you have all Elite Glad Items, gain 20% / 600 Resilience Instead.If you have partial gladiator, elite, and honor gear, the bonus active will be the lowest one until you get all 15 gladiator or elite sets. The previous bonuses will Gray out.Or just make it an additional 5% / 150 for Glad then another 5% / 150 at all elite.Better to Reduce fast game play and 1 shot builds especially with the covenant powers.The Gear level should remain the same so we don't get caged again by a Template system in the future.