Posts Tagged ‘loot’

Lore Creators and Item Designers Should Talk to Each Other

My paladin is halfway to 76 now, and it seemed like a good time to start browsing the various Wrath factions and the rewards they offer. Indeed, a good idea, since I spotted two walrus people rewards available at level 76, with honoured reputation. Since I’ve been a friend to the Walrus for quite some time, I already am honoured, so this will be a quick flight point off my next ding for a serious chest upgrade both for my grinding and my tanking sets. Nice. Beyond that, the Kalu’ak offer items which are more or less in-character, including leatherworking recipes, a combat fishing pole, a harpoon… So far so good.

Next, for my paladin, I’m looking up Argent Crusade. Now here’s a band of historical paladins all united in the goal of exterminating the undead hordes of the Scourge, so I’m assuming that I’ll find some equipment helping a paladin to do just that. Either some kit to kick some righteous butt as a Retribution paladin or spell power plate. And still good, that’s exactly what you can find, at various reputation levels.

So we go to the doomed counterpart, the Knights of the Ebon Blade, the DK’s faction. Here you should find tanking and DPS plate and weaponry for the Death Knight (and the Retribution paladin), right? Err… no, not really. There’s only one cloak offered there, a spell power cloak. Which does jack for Death Knights. No other accessories (jewelry) available there, dead people don’t need no stinking rings. One tanking plate piece, one DPS plate piece. No suitable 2-H Rune weapon, the only 2H on offer is itemized ass-backwards for DKs (any plate-wearer but fury warriors if I understand fury itemization, which I might not). It actually looks at first sight like a decent weapon for… a hunter.

Patterns? Leatherworking, Jewelcrafting and… the Revered pattern is for, wait for it, tailoring. A soulbag for warlocks, which almost makes sense for the faction. Steptoe, I apologize, looks like combat knitting isn’t out of character for Death Knights after all.

So let’s look up the magicians of the Kirin Tor. You’d expect gear more focused towards the arcane arts, wouldn’t you? Well, if you need a spellcasting cloak, you’ll find one there. There’s also a spell dagger, and at exalted, some nice robes for the clothies. But if you’re a mage, priest or warlock hoping the Dalaran mageocraty will help you beyond these three elements, tough luck. The rest of the kit appears to cater mostly to the Elemental or Enhancement shammies, the feral droods and oh, there’s also a rogue dagger in the mix. And as a bone, one tailoring recipe at exalted. Yay. From a quick glance, looks like cloth wearers would be better served to prioritize a faction like the Oracles. Makes sense.

This is the kind of disconnect which earns WoW a reputation of having a rather weak lore (despite countless quests, NPCs and storytelling elements). Now I can fully understand the overreaching requirement to give incentives for all classes and many builds to grind rep on as many factions as possible – after all, rep grinding is one of those tools which help Blizzard keep both casual and hardcore players in the game for a long time, whether it’s going to be one major long term objective (casuals) or a quick stepping stone before grabbing leet Naxxramas purplez for the less casuals. Still, I was expecting some more consistency there.

The Ebon Blade in particular strike me as an extreme let-down, and show very clearly where they could have gone a good bit further with the implementation of the hero class. As I’ve said before, the starter quests are marvelously done. But what would have been a really great addition would have been to add other class-specific intermediary steps at 65 and 75 where the DK does another series of quests strenghtening their lore and allowing them to upgrade their starter gear. And at the very least, there should be a kick-arse 2H epic runeblade available at exalted for them, and it really bugs me that there isn’t.

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10 MMO Loot Drop Rules

Rule #1: The higher the need, the lower the drop rate

Rule #2: The last item of a full stack always has the lowest drop rate

Corollary: When you need several drops for a quest, even with a good drop rate, the last drop will take longer than all the previous combined

Rule #3: Any item which isn’t needed will drop at a steady pace.

Corollary to Rule 3: The moment you need that very same item, its drop rate will plummet.

Rule #4: Non-bound quest items which can be bought at the AH will always be in short supply and cost a fortune

Rule #5: The moment you start farming non-bound quest items with the intention of selling them at the AH, the supply suddenly explodes and the prices plummet.

Rule #6: Rare dungeon drops will suddenly become commonplace the very moment the entire raid is wearing better kit.

Rule #7: For any items in exception to Rules #1, 2 and the Corollary to rule #3, the mobs dropping them will suddenly be all dead and on long respawn timers the moment you need them.

EDIT: Found 3 more rules to make these a nice 10

Rule #8: Rare & expensive world drops will suddenly be in abundance when you want to sell one.

Rule #9: Better gear will suddenly become readily available the very moment you manage to get a rare, elusive and long awaited item

Rule #10: Player will always complain both about Rules #1 to #9 and every single exception to these

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Muckbeast on Raiding Design

Cambios is a game dev who may just have started his blog recently, yet posts interesting stuff from day one. Taking on some of the more visible flaws in raiding in current MMOs, he writes:

So 10, 25, 40, 50, or 100 people work together to mindlessly clear trash, follow their little script of brain disconnected button pushes to beat the boss, and now he drops 2 or 3 pieces of loot. This loot will often be useful/needed by multiple players present, so someone loses out. The same item might drop many times in a row, resulting in certain classes feasting while others enjoy famine. Or sometimes loot will drop that nobody can use, and it just gets blown up or sold to an NPC Vendor. NEVER is the entire group happy with the loot that drops or the way the loot gets distributed.

Indeed. One of the major issues at heart of the old Welfare Epics feud of 2007 lies with the difference in loot distribution between PvE and PvP. I think Blizzard recognized the issue when they started expanding the badge system, but I also think they need to make it really pervasive. All instance drops should be token-based in some form, and there has to be in-game rewards for participation for every raid member (as opposed to out-of-game only systems like DKP).

So may elements of boss encounter design are absurdly arbitrary. I have fought bosses who did incredibly ridiculous things that were clearly designed solely with the idea of nullifying a specific class, tactic, or ability for no logical reason other than the devs thought it would be funny. I have fought raid bosses that were immune to all sorts of standard abilities for no apparent reason other than to make you feel impotent. I have participated in raid encounters where mages had to tank a boss… just because. People don’t make mages because they like tanking, folks. They make mages because they like to make things go boom. I have fought bosses where they you have to interrupt some of their spells, but not all of them, because being too good at interrupting their spells triggers some kind of Uber Spell. If the boss possessed the ability to perform this Uber Spell, why isn’t he just doing it all the time? Why punish people for being GOOD at a core mechanic (interrupting spell casting) with this arbitrary result?

In their currently stated best intentions, Blizzard claims to be trying to design designing new encounters more for roles and less for specific classes:

We are adding a new class to Lich King, as well as improving the raid viability of specs such as Arcane mage, Survival hunter and Balance druid. That means you have 30 available specs for 25 slots. There are two ways to design around this problem. One is that there are 25 mandatory specs and 5 that shouldn’t be raiding. Boo. A more fun, interesting and ultimately fair direction is that you actually have some choices in who to bring. Imagine running a raid with no warrior tanks at all. :)

These are good intentions, though. Designing encounters in a way that any combination of these 30 specs can successfully fill the roster in broad categories like tanking, healing, dps, CC and decursing will probably require quite a lot more overlap between classes than we see in TBC. And the first raid to put that theory to the test will be the new Naxxramas. Because unless memory fails me, frost and shadow-heavy builds for mages and warlocks respectively didn’t exactly fare well in there.

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Blizzard Buffing Seasonal Events

Until last Fall, I’ve always looked at WoW’s seasonal events as a bit of a waste of time, mainly because they only offered mostly cosmetic rewards.

Only the Lunar Festival initially had a specific boss, and one without a loot table. Fortunately, this changed with last years’ Hallow’s End and the introduction of the Headless Horseman, which had a loot table combining the fun / cosmetic and pretty useful stuff for level 70 characters for what was, essentially, a pretty trivial effort (more so since you could actually raid him).

After the addition of Lord Ahune to the Midsummer festival, it appears that the Brewfest will also feature an event-specific boss of its own.

Adding these event bosses not only provides a nice complement to the usual mix of food, fancy clothes and non-combat pets, they also drop some nice epic loot to extend the arsenal of the freshly minted level 70 player.

In short, a welcome addition, and I hope they’ll extend it to the other festivals still missing their own seasonal boss.

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Full Tokenization of Dungeon Drops Idea Spreading

In the wake of Tobold’s latest thoughts on providing more incentives to guild loyalty, fellow blogger PΘtshΘt came up with quite similar ideas I’ve been putting forward, to remove the impact of sheer luck from instance drops and replace the loot tables with token drops.

While our basic premise is similar – getting tokens in an instance which you can also redeem towards the next progression step, he actually thinks the system through the whole way. I’ve kept narrowly focusing on raid drops only (a nice example of tunnel vision with all that PvE / arena talk), PΘtshΘt extends it to all instances.

I’m always glad to see similar ideas crop up independently from each other, and I’m convinced, with PΘtshΘt, that this would get a long way to fix part of the current PvE woes.

You can read the whole thing developed and articulated properly
here.

BTW, how the heck do you pronounce P-Th-T-Sh-Th-T? ;)

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Random thoughts on Welfare and Patch 2.4

With reliable predictability, the 2.4 test patch notes brought a new round of QQing on the topic of loot distribution.

The debate has, however, not evolved at all since last time, and the same cheap shots get thrown around. As usual, of course, it’s a tiny but vocal fringe of hardcore PvE players doing all the complaining.

From what I’ve skimmed through, while buying PvP kit through PvE tokens is certainly a good move to allow players more versatile gearing options (and plugging some PvE itemization gaps), I notice that from what I could see so far the insignia trinket which is claimed to be necessary for Archimonde seems not to be on the list, an oversight in my opinion. I have no issues with raiders loathing PvP getting access to the gear they need for raiding through pvE only.

I did entertain myself quite a bit with the thought of just how much more uproar there would be if Blizzard had actually announced they would make things equal for both progression paths and allowed the purchase of PvE gear through Marks of Honour.

That being said, and to reiterate some of my former points, to raiders who keep complaining that arena and BG siphon players away from their raids or that they get PvP-geared people performing subpar in PvE content, my message is the following:

If you have these issues, it isn’t PvP which sucks. Chances are, it’s your raiding. Your guild’s organization, the lack of motivation, the lack of progress, are most probably all to blame to a certain extent.

If you recruit DPSers in S2-S3 gear who output 500DPS on boss fights in SSC / TK (warning, theorycraft, these numbers are based on hearsay from me, I don’t raid this kind of content and never will myself, end of the disclaimer), it’s both your recruitment and your class leadership at fault, not PvP. These players obviously do not perform how they should, so you should either not recruit them in the first place, or educate them how to do much better. If you leave your raiders with an “anything goes” mentality, your progress will stall, motivation will be low, and your guild reputation will, accordingly, drop. Which means you will have trouble recruiting anyone but these very PvP-geared dregs who have no clue how to perform in PvE.

Demand more from your players and create an overall climate where your raiders strive for excellence, do not tolerate slacking. Do not take players who aren’t making the effort to adapt to your current progression level in that 25th spot, don’t piggyback them through content. Although it may sound frustrating, you would be better off 24-manning easier content for shards (and plugging some small equipment gaps), or even canceling for lack of raid-ready attendance rather than giving even one player the impression that it isn’t a big deal that he’s slacking in gear or in gameplay (but do advise them and train them on what you want them to do).

Arena teams striving for high ratings recruit based on resilience score and won’t take undergeared people. Why would you tolerate players joining your raids while being far from the hit cap, or missing 500 +healing for the content you are tackling?

The top guilds are very demanding but their players are highly motivated. If you don’t foster a culture of excellence your raiders won’t be motivated to surpass themselves.

And this has very little to do with PvP gear, I’m afraid.

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Closing the 2007 Welfare Epics Debate with a Look at PvE

As you will have noticed, I’ve had a couple of things to say on the whole PvP loot distribution system and its perception by the playerbase.

From the other side of the issue, Rohan has been using about as much virtual ink over the matter pointing out the flaws of the arena rewards system and why he believes it should be “fixed” or removed altogether.

The most interesting thing is that judging by all the comments, the issue is pretty much one-sided, in the sense that the only people seeing one are the ones focusing almost exclusively on raiding (and who are probably pretty good at it). As we have seen, the core of their problem is centered around cosmetics and recognition – they feel others getting epics too, through other means, cheapen their game experience. Some of them believe the fact that they downed raid boss X should automatically make them the center of a server-wide admiration for their accomplishments, and that the likeness of arena gear to raid tiered sets deprives them of that admiration (I think there’s a term for that, attention whores). Others, probably the more mature among them, regret that all in all, status symbols (like titles or rankings) are now very heavily favouring PvP.

Another common complaint is that PvP gear allows people to skip part of the raid progression, as if going straight from normal instances to SSC or ZA was some kind of criminal offence (never mind that PvP gear is, for most classes, badly suited for raiding, and that there’s only a limited amount of arena-geared people a raid can support before becoming too inefficient for its purpose).

Finally, an ever-increasing worry is the fact that PvP in its current implementation is slowly killing PvE. It becomes harder and harder to find players willing to go through the hoops of gearing themselves up, even in normal instances.

One thing all these complaints have in common is that without any exception, and in the typical nerf calling mentality I hate and despise, even if they admit PvE has issues at the moment, they will try by any means to get PvP rendered less attractive. What is really happening in the game at the moment is that PvP, in its current implementation, serves as a looking glass for end-game PvE, and the image sent back is not pretty at all.

PvP has changed a lot in the three years since WoW got launched. Raiding, on the other hand, has only undergone one minor change, the introduction of token-based loot. The mechanisms are still exactly the same as in 2005, though. And while some believe TBC raiding is a lot better than before, in the sense that the fights have all become more technical and less prone to slacking (like MC who was said to be played while watching TV by some players), the only other major transformation was the size of raids. Whether 10/25 is actually better than (10)/20/40 is open to to interpretation. I would rather rejoin Foton’s opinion on the matter though. Had they made TBC 10 /20, the first 6-8 months would have sported a lot less guild drama and guild shattering than what it is now, those extra 5 men are the particularly costly element here, but that’s only my tuppence on this.

Currently, PvP is the more attractive proposition for many players, and moreso for the casual gamer, for obvious reasons. It requires less advance planning, less logistics, less organization and costs a lot less than raiding. It’s current most important flaw is the AFK leechers, something Blizzard will have to address in a much more drastical manner. But it is not by tweaking PvP that you will revive the currently lackluster raiding experience.

Tobold has recently reposted one of his raiding reader’s proposition to fix PvP (essentially by segregating it from PvE a lot more), but then approached the issue from the other end, looking at where PvE currently falls short of attracting players, and proposing a couple of solutions. I concur that widening the gap between PvE and PvP would be a big mistake. The key to WoW’s success is mass appeal, not catering to the hardcore, and this is a design philosophy which is even manifest by the extremely low hardware requirements to run the client, even by 2004’s standards. Brian Green ponders whether catering to the widest audience is a good thing, I’d argue that Vanguard is a good example of how catering only to the most hardcore players can result in a commercial train wreck of a game.

But how to fix raiding to render it more attractive? As stated, Tobold has a few ideas on the matter, making raids PUG-friendly by toning it’s “normal” settings down while turning today’s setting into a heroic mode. I don’t fully agree with this, but it certainly resonates with an old request from the o-boards, to create a story mode for raid instances for the casual player to access, if not the battles, at least the lore elements involved by downing Kael or Illidan. At the core of that request is the fac that there’s a lot of content in the game that the average casual or semi-casual player out there has never seen nor will ever see (and Blizzard recognizes it insofar they want to relocate Naxxramas to WotLK).

What I believe to be the most important issues limiting PvE today are:

  • Barriers to entry (attuning, rep grinding)
  • Trash respawns (which basically hinder casual guilds most, preventing segmenting a raid accross several evenings)
  • Cost to Play, mainly consumables and repairs
  • Healer and tank burnout
  • Unreliable loot distribution system

Barriers to entry are an issue because reputation grinds in particular, but long and convoluted, 5-men based key quests as well, obviously serve more as a slowing down mechanism than anything else. Rep grinds are incredibly boring, and unfortunately it looks like the Tigole-mentality is still prevailing for accessing both the 5-men and 25-men Sunwell Plateau instances – Early patch 2.4 reports talk about an opening effort reminiscent of the War of the Shifting Sands, the server-wide grind and farmfest which is probably the best example of just how fatally flawed and unfun you can make a world event. For the record, several realms launched on TBC didn’t ever bother opening AQ, but more importantly, some realms launched in Summer 2006 didn’t bother either and have had their gates closed for 18 months.

Removing key quests altogether isn’t something I would like, but the grouping part has to be rethought. When nobody wants to run Shadowlabs ever again, it’s hard to get a group together which will bear making it to Murmur to get your Kara fragment. More soloable or duoable paths to the keys need to be used, and soloable should be a quest chain, not another rep grind, thank you so much.

Trash Respawns doesn’t need much explanation, but basically forcing a raid to re-clear every night before being able to resume their previous progression is also adding to the raid weariness of the less hardcore players out there, and needs to be rethought.

Cost to Play is the most important one which concerns all player classes. Repairs are a major issue which only mounts as your raid progresses – the better your gear, the higher your repair costs. There’s also the added penality tied to the type of armor you’re wearing – a warrior or paladin tank will typically spend more on repairs than anyone else (which also participates to burnout when you combine it with the fact that they are the least suited to farming, prot warriors specifically). And there’s the cost of consumables.

Regarding repairs, adding (more) free repair NPCs along the path in a raid instance would immediately alleviate this problem. For consumables, adding more flasks and elixirs to the loot tables could help as well. This way you eliminate a big part of the gap between PvE and PvP, reducing the costs tied to the activity and the farming time necessary before you can participate.

Tank and Healer burnout is probably the most difficult one to address. Healers had at least some work cut out for them by adding free spell damage on their healing kit, which simplifies farming and diminishes the amount of gear they needed to carry around. Tanks are next, but there’s a lot less simple fixes in there: how do you turn mitigation and avoidance into damage?

And beyond that, many tanks and healers burn out because they feel too much of a raid’s success is burdened upon them. To alleviate this is unfortunately something totally out of the reach of armchair designing on a blog. Still, this issue is also at the heart of dying 5-men instancing, and specifically PUGs. Continuing to trust perfect strangers to do their job, at the expense of big repairs and often random abuse and unwarranted advice can quickly turn you away from PUGing ever again.

Fortunately, loot distribution can be changed to the better. I would favour turning all current boss gear drops into tokens, which can be exchanged for the gear at a specific vendor. Further, the tokens from one tier should be redeemable for the higher tier after passing a certain threshold, like killing at least one boss in the next tier or similar. Yes, this would give people more room for the free-riders to get access to some gear from the next tier without actually putting an effort into it, but it would nevertheless revitalize the whole tiered food chain, since you’d still need to get a wealthy amount of tokens from the lower tier to get the next one. We could imagine that T4 tokens would be stackable to 100 only and redeemable at the rate of 3:1 for T5 tokens, for instance, with T5-grade kit costing 15-25 T5 tokens you would still ensure a waster pool of T4 players working on progression and eventually moving on to the next tier.

There’s one last thing we have not addressed, the need for recognition some raiders feel. As long as the Armory doesn’t implement a kind of guild ranking like WoWJutsu currently provides, the only other way I can think of is giving, at least, more titles based on accomplishments – each raiding end-boss enabling a new title (how does “Demonslayer Gwaendar” sound for killing Magtheridon?).

These are of course only a few ideas, but none of them require any nerfing of PvP at all. Will some people find it cheapens raiding? Most definitely. But at some point in time, you will have to make up your mind. You’ll have to choose between a hardcore raiding experience which attracts less and less players and eventually only happens on a handful of servers where the Nihilums reside, or a healthy raiding progression with a broader player pool. You can’t have it both ways.

And with this, I close my own contribution to the 2007 edition of the Welfare Epics debate, which is only another avatar of the good old casual vs. hardcore religious war. Will the new year quiet it all down? No chance. Still, as time passes it will become harder and harder to add new meaningful things to the issue. My hope however would be that in the future, more brainpower is spent on the constructive, game-improving solutions rather the destructive nerf calling knee-jerk reaction. One can only hope…

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The Hardcore Raider’s Alien Mindset

Round #25817 of the reincarnated hardcore vs. casual debate, which has now morphed into Hardcore Raider vs Arena, Rohan (and the various people supporting his positions in the comments to his recent Welfare epics posts) gives us an insight why he and his peers get so annoyed by arena gear that they must have it fixed no matter what (while paying lip service to recognizing that PvE loot distribution may need some work, at long last). Megan from Out of Mana made a terrific job of pointing out the extremely narrow-minded perspective displayed in that post, but beyond that, there’s yet another recurring theme which bears some examination.

When my daughter has visiting friends, very often a fight will erupt because she is hell-bent on denying the visitors access to her toys, regardless of whether she’s currently playing with them or not. This behaviour is understandable, though, when you realize that she’s two years old, and it’s also possible to educate her out of it.

What does this have to do with WoW? Well, the tiny but rabidly vocal minority of raiders having an issue with arena gear will basically tell you that you have no right to get T6 equivalent through means they don’t approve of. That different progression methods shouldn’t exist, in fact you should either catass your way to Illidan through Kara, Gruul and TK, or you stay in quest blues (just like it was in WoW 1.0). And they will make it known vocally that you shouldn’t really be allowed another method of progression whatsoever.

This is actually even beyond my daughter’s behaviour, it’s not merely refusing that other people get access to similar things you have, it’s also about campaigning to deny you any access to these. And where my daughter’s age can excuse her attitude, there’s something deeply disturbing, even alien, when supposed adults display the same.

In the broader perspective, among the vast playerbase, chances are that you will find several representatives of tomorrow’s economical and political leaders. We are in a world where the gap between the Haves and the Havenots is wider than ever before, and an important part of the coming geopolitcal challenges are directly tied to the rise of today’s Havenots to wealth levels and buying powers allowing them similar conforts than the Westerners. Contrary to WoW where the resources (epix) are in limitless supplies, the real world has hard limits to the amounts of good it will both produce and sustain. How much wars and bloodshed are we going to get if the new generation isn’t just not willing to share but actively seeking to deny the citizen from emerging countries any possibility of access to goods, services and conforts they enjoy?

Shrill, hysterical, alarmist, over the top you will say, and you will have a point. WoW is, after all, just a game. But let me ask you, if someone already displays this kind of mentality, feeling directly threatened, nay, wronged, by other players using a different progression method than them, what will they become once they get into positions of power and management? And don’t think this can be contained and is just a MMOG-only behaviour. Just look at blogs and sites from companies taking green initiatives – you will always get one or two very strange, agitated and usually abusive posters berating them for their initiatives, even when it is stuff like voluntary offsetting your carbon emissions by planting a tree or something, which does not threaten them or their lifestyle in the least. The exact same mentality.

And not only does it frighten me, I also find it utterly alien. When contained in an environment where anyone can gain something without taking anything away from anyone, why are the raiders feeling slighted by different progression paths? What has the PvPer, even the mythical arena dancer, removed from the progression, the gear and the past accomplishments of an Illidan-killer? Nothing. Absolutely nothing. Why they would get so agitated about it to the point of wanting to actively removing these alternative paths of progression escapes me completely. And I’m far from the only one.

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Enough with the Armchair Arena fixes. Disclose your Rating first.

What happens when well-spoken and otherwise smart raiders get all worked up over S3 gear? You get armchair designers devising ways to fix arena loot distribution from the perspective of sour, disgruntled raiders with a barely hidden agenda of denying other people loot they didn’t catass for through BT.

Never mind that raiders get a disproportionate amount of development time spent on churning out new content they gobble up, or that they get access to the top of the top gear 4-5 months before arena. Never mind that currently competitive PvPers still have to run PvE content to get part of their kit. People who aren’t even participating in arena, and by their own account are a dying breed don’t want you to earn S3 gear. They will throw the tired old “lose 10 games a week” tirade like it were meaningful in any way, then come up with a theorycrafted model of gear progression for arena, a game they don’t participate in any relevant manner (if at all), and explain to you that competitive arena should now go through such and such ratings before they can upgrade their gear, trying to force the broken loot distribution system of their activity of choice, raiding, upon PvP.

Well, like they’ve always told the non-raiders, if you don’t raid or aren’t level 70 you can’t have a meaningful point of view on the matter. Let’s turn this around, then.

Are you a raider with some great ideas how to “fix” PvP gear distribution? Give us the highest rating you have achieved, together with season and bracket this happened in. If you believe S3 gear should require a rating of 1750+, show us that you have reached that rating yourself and that you actually are a stakeholder and know from personal experience what it takes to get there. Obviously buying a spot in a top rated team doesn’t count.

If you can’t do that, you aren’t a stakeholder, and, no disrespect meant, you have neither the experience nor the mindset to talk about PvP loot distribution “fixing” with any kind of credibility, no matter how good your PvE opinions are. In fact, you perfectly fit the stereotype stating that the only people who get worked up over arena gear are raiders with lousy arena ratings (or even none). Just suck it up and turn your creative energies into suggestion to make raiding an interesting proposition again.

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